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Books > Computing & IT > Computer programming > General

Design and Implementation of 3D Graphics Systems (Hardcover): Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa Design and Implementation of 3D Graphics Systems (Hardcover)
Jonas de Miranda Gomes, Luiz Velho, Mario Costa Sousa
R5,220 Discovery Miles 52 200 Ships in 10 - 15 working days

Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book's website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.

Introduction to Information Quality (Hardcover): C. Fisher, E. Lauria, S. Chengalur-Smith Introduction to Information Quality (Hardcover)
C. Fisher, E. Lauria, S. Chengalur-Smith
R786 Discovery Miles 7 860 Ships in 9 - 17 working days

This is a sound textbook for Information Technology and MIS undergraduate students, and MBA graduate students and all professionals looking to grasp a fundamental understanding of information quality. The authors performed an extensive literature search to determine the Fundamental Topics of Data Quality in Information Systems. They reviewed these topics via a survey of data quality experts at the International Conference on Information Quality held at MIT. The concept of data quality is assuming increased importance. Poor data quality affects operational, tactical and strategic decision-making, and yet error rates of up to 70%, with 30% typical are found in practice (Redman). Data that is deficient leads to misinformed people, who in turn make bad decisions. Poor quality data impedes activities such as re-engineering business processes and implementing business strategies. Poor data quality has contributed to major disasters in the federal government, NASA, Information Systems, Federal Bureau of Investigation, and most busineses. The diverse uses of data and the increased sharing of data that has arisen as a result of the widespread introduction of data warehouses have exacerbated deficiencies with the quality of data (Ballou). In addition, up to half the cost of creating a data warehouse is attributable to poor data quality. The management of data quality so as to ensure the quality of information products is examined in Wang. The purpose of this book is to alert our IT-MIS-Business professionals to the pervasiveness and criticality of data quality problems. The secondary agenda is to begin to arm the students with approaches and the commitment to overcome these problems. The current authors have a combined list of over 200 published papers on data and information quality.

The Art of Fluid Animation (Hardcover): Jos Stam The Art of Fluid Animation (Hardcover)
Jos Stam
R5,493 Discovery Miles 54 930 Ships in 10 - 15 working days

Fluid simulation is a computer graphic used to develop realistic animation of liquids in modern games. The Art of Fluid Animation describes visually rich techniques for creating fluid-like animations that do not require advanced physics or mathematical skills. It explains how to create fluid animations like water, smoke, fire, and explosions through computer code in a fun manner. The book presents concepts that drive fluid animation and gives a historical background of the computation of fluids. It covers many research areas that include stable fluid simulation, flows on surfaces, and control of flows. It also gives one-paragraph summaries of the material after each section for reinforcement. This book includes computer code that readers can download and run on several platforms so they can extend their work beyond what is described in the book. The material provided here is designed to serve as a starting point for aspiring programmers to begin creating their own programs using fluid animation.

The Indie Game Developer Handbook (Hardcover): Richard Hill-Whittall The Indie Game Developer Handbook (Hardcover)
Richard Hill-Whittall
R5,210 Discovery Miles 52 100 Ships in 10 - 15 working days

The indie game developer's complete guide to running a studio. The climate for the games industry has never been hotter, and this is only set to continue as the marketplace for tablets, consoles and phones grow. Seemingly every day there is a story of how a successful app or game has earned thousands of downloads and revenue. As the market size increases, so does the number of people developing and looking to develop their own app or game to publish. The Indie Game Developer Handbook covers every aspect of running a game development studio from the initial creation of the game through to completion, release and beyond. Accessible and complete guide to many aspects of running a game development studio from funding and development through QA, publishing, marketing, and more. Provides a useful knowledge base and help to support the learning process of running an indie development studio in an honest, approachable and easy to understand way. Case studies, interviews from other studies and industry professionals grant an first-hand look into the world of indie game development

Game Development for iOS with Unity3D (Hardcover): Jeff  W. Murray Game Development for iOS with Unity3D (Hardcover)
Jeff W. Murray
R5,493 Discovery Miles 54 930 Ships in 10 - 15 working days

Demystifies the Processes of Game DevelopmentGame Development for iOS with Unity3D takes you through the complete process of Unity iOS game development. A game developer for over 12 years, the author presents production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch games for the iPhone, iPod, and iPad. He walks you through all the necessary procedures, including how to publish your game to the App Store. Encompasses the Whole Range of iOS Game DevelopmentThis practical book begins with advice on writing a game design document and getting Apple developer certification. It then covers the build processes of the Unity Remote application and explains how to use the Unity editor. After focusing on debugging and optimization, the author describes tips for designing and marketing a successful App Store page. The book also features two iOS-ready games to explore, adapt, and play. Source files for the game examples are available at www.crcpress.com. Guides You in Creating a Functional iOS Game Accessible to indie game developers and small- to medium-sized studios, this hands-on guide gives you the tools and knowledge needed to start building and launching iOS games. It helps you create games using Unity3D and publish them to the App Store.

Create 2D Mobile Games with Corona SDK - For iOS and Android (Hardcover): David Mekersa Create 2D Mobile Games with Corona SDK - For iOS and Android (Hardcover)
David Mekersa
R5,482 Discovery Miles 54 820 Ships in 10 - 15 working days

Corona SDK is one of the most powerful tools used to create games and apps for mobile devices. The market requires speed; new developers need to operate quickly and efficiently. Create 2D Mobile Games with Corona SDK gives you the tools needed to master Corona - even within the framework of professional constraints. A must-read guide, this book gives you fast, accurate tips to learn the programming language necessary to create games. Read it sequentially or as an FAQ and you will have the tools you need to create any base game before moving on to advanced topics. The tutorial-based format: Contains step-by-step directions complete with coding and screenshots Is filled with tutorials, tips, and links to useful online resources Includes a comprehensive companion website featuring online exercise files to practice coding, full build samples from the text, additional book details, and more!

Acoustic Analyses Using Matlab (R) and Ansys (R) (Paperback): Carl Howard, Benjamin Cazzolato Acoustic Analyses Using Matlab (R) and Ansys (R) (Paperback)
Carl Howard, Benjamin Cazzolato
R2,443 Discovery Miles 24 430 Ships in 10 - 15 working days

This is the first book of its kind that describes the use of ANSYS (R) finite element analysis (FEA) software, and MATLAB (R) engineering programming software to solve acoustic problems. It covers simple text book problems, such as determining the natural frequencies of a duct, to progressively more complex problems that can only be solved using FEA software, such as acoustic absorption and fluid-structure-interaction. It also presents benchmark cases that can be used as starting points for analysis. There are practical hints too for using ANSYS software. The material describes how to solve numerous problems theoretically, and how to obtain solutions from the theory using MATLAB engineering software, as well as analyzing the same problem using ANSYS Workbench and ANSYS Mechanical APDL. Free downloads are provided on http://www.mecheng.adelaide.edu.au/avc/software, including MATLAB source code, ANSYS APDL models, and ANSYS Workbench models Includes readers' techniques and tips for new and experienced users of ANSYS software Identifies bugs and deficiencies to help practitioners avoid making mistakes It can be used as a textbook for graduate students in acoustics, vibration, and related areas in engineering; undergraduates in mechanical and electrical engineering; and as an authoritative reference for industry professionals.

Design of Low-Power Coarse-Grained Reconfigurable Architectures (Paperback): Yoonjin Kim, Rabi N Mahapatra Design of Low-Power Coarse-Grained Reconfigurable Architectures (Paperback)
Yoonjin Kim, Rabi N Mahapatra
R2,284 Discovery Miles 22 840 Ships in 10 - 15 working days

Coarse-grained reconfigurable architecture (CGRA) has emerged as a solution for flexible, application-specific optimization of embedded systems. Helping you understand the issues involved in designing and constructing embedded systems, Design of Low-Power Coarse-Grained Reconfigurable Architectures offers new frameworks for optimizing the architecture of components in embedded systems in order to decrease area and save power. Real application benchmarks and gate-level simulations substantiate these frameworks. The first half of the book explains how to reduce power in the configuration cache. The authors present a low-power reconfiguration technique based on reusable context pipelining that merges the concept of context reuse into context pipelining. They also propose dynamic context compression capable of supporting required bits of the context words set to enable and the redundant bits set to disable. In addition, they discuss dynamic context management for reducing power consumption in the configuration cache by controlling a read/write operation of the redundant context words. Focusing on the design of a cost-effective processing element array to reduce area and power consumption, the second half of the text presents a cost-effective array fabric that uniquely rearranges processing elements and their interconnection designs. The book also describes hierarchical reconfigurable computing arrays consisting of two reconfigurable computing blocks with two types of communication structure. The two computing blocks share critical resources, offering an efficient communication interface between them and reducing the overall area. The final chapter takes an integrated approach to optimization that draws on the design schemes presented in earlier chapters. Using a case study, the authors demonstrate the synergy effect of combining multiple design schemes.

Robot Development Using Microsoft Robotics Developer Studio (Paperback): Shih-Chung Kang, Wei-Tze Chang, Kai-Yuan Gu, Hung-Lin... Robot Development Using Microsoft Robotics Developer Studio (Paperback)
Shih-Chung Kang, Wei-Tze Chang, Kai-Yuan Gu, Hung-Lin Chi
R2,293 Discovery Miles 22 930 Ships in 10 - 15 working days

The Microsoft (R) Robotics Developer Studio (MSRDS) and LEGO (R) robots together offer a flexible platform for creating robotic systems. Designed for novices with basic programming skills, Robot Development Using Microsoft (R) Robotics Developer Studio provides clear instructions on developing and operating robots. It includes an extensive array of examples, with corresponding step-by-step tutorials and explanations. The first several chapters of the book introduce the development environment of MSRDS, including concurrency and coordination runtime (CCR), decentralized software services (DSS), visual simulation environment (VSE), and the Microsoft Visual Programming Language (MVPL). The text then covers the inputs and outputs to the robot and control logic and describes how MSRDS can be used to control a LEGO robot's hearing and vision. It also presents a real-life example involving a sumo robot contest. The final chapter provides information on related academic courses, websites, and books. The top-down approach used in this text helps readers think of a robot as a system rather than an assemblage of parts. Readers gain an understanding of methods for integration, design trade-offs, and teamwork-all essential skills for building robots. The MSRDS codes for all examples are available at http://msrds.caece.net/

Level Design - Processes and Experiences (Hardcover): Christopher W. Totten Level Design - Processes and Experiences (Hardcover)
Christopher W. Totten
R3,945 Discovery Miles 39 450 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

Aaron Marks' Complete Guide to Game Audio - For Composers, Sound Designers, Musicians, and Game Developers (Hardcover, 3rd... Aaron Marks' Complete Guide to Game Audio - For Composers, Sound Designers, Musicians, and Game Developers (Hardcover, 3rd edition)
Aaron Marks
R3,979 Discovery Miles 39 790 Ships in 10 - 15 working days

Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks' Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals, like Marty O'Donnell, Richard Jacques and Tom Salta, use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader's convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks' Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New, full color edition with a complete update of information. Added and expanded coverage of field recording for games, creating voiceovers, adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem, Bradley Meyer, Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen, Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii, Wii U, Xbox 360, Xbox One, PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise.

Handbook of Logic in Computer Science: Volume 5. Algebraic and Logical Structures (Hardcover): S. Abramsky, Dov M. Gabbay,... Handbook of Logic in Computer Science: Volume 5. Algebraic and Logical Structures (Hardcover)
S. Abramsky, Dov M. Gabbay, T.S.E. Maibaum
R13,028 Discovery Miles 130 280 Ships in 10 - 15 working days

The latest volume in this major reference work covers all major areas of application of logic and theoretical computer science

Creative Character Design for Games and Animation (Hardcover): Jenny Harder Creative Character Design for Games and Animation (Hardcover)
Jenny Harder
R3,346 Discovery Miles 33 460 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.

2D to VR with Unity5 and Google Cardboard (Paperback): Roberto Dillon 2D to VR with Unity5 and Google Cardboard (Paperback)
Roberto Dillon
R1,606 Discovery Miles 16 060 Ships in 10 - 15 working days

The book provides an up-to-date introduction to the latest version of Unity and its workflow by guiding readers through various prototypes. These range from 2D to 3D game concepts for PC and mobile, will allow readers to get acquainted with several important concepts and allow them to become competent Unity developers able to learn at their own pace. The book starts by introducing Unity and proceeds in building a basic understanding of its main components by developing a first, simple 2D game before proceeding in developing a full casual game to development of a simple but immersive 3D game concept to be tested first on PC before exploring how to port it for mobile VR.using Google Cardboard.

C4.5 - Programs for Machine Learning (Paperback): J. Ross Quinlan C4.5 - Programs for Machine Learning (Paperback)
J. Ross Quinlan
R1,422 Discovery Miles 14 220 Ships in 10 - 15 working days

Classifier systems play a major role in machine learning and knowledge-based systems, and Ross Quinlan's work on ID3 and C4.5 is widely acknowledged to have made some of the most significant contributions to their development. This book is a complete guide to the C4.5 system as implemented in C for the UNIX environment. It contains a comprehensive guide to the system's use, the source code (about 8,800 lines), and implementation notes. The source code and sample datasets are also available for download (see below).

C4.5 starts with large sets of cases belonging to known classes. The cases, described by any mixture of nominal and numeric properties, are scrutinized for patterns that allow the classes to be reliably discriminated. These patterns are then expressed as models, in the form of decision trees or sets of if-then rules, that can be used to classify new cases, with emphasis on making the models understandable as well as accurate. The system has been applied successfully to tasks involving tens of thousands of cases described by hundreds of properties. The book starts from simple core learning methods and shows how they can be elaborated and extended to deal with typical problems such as missing data and over hitting. Advantages and disadvantages of the C4.5 approach are discussed and illustrated with several case studies.

This book and software should be of interest to developers of classification-based intelligent systems and to students in machine learning and expert systems courses.

Power Of Computational Thinking, The: Games, Magic And Puzzles To Help You Become A Computational Thinker (Hardcover): Peter... Power Of Computational Thinking, The: Games, Magic And Puzzles To Help You Become A Computational Thinker (Hardcover)
Peter William Mcowan, Paul Curzon
R1,475 Discovery Miles 14 750 Ships in 10 - 15 working days

From the team behind Computer Science for Fun (cs4fn), The Power of Computational Thinking shows that learning to think can be fascinating fun.Yes, and this book shows you how.Computational thinking has changed the way we all live, work and play. It has changed the way science is done too; won wars, created whole new industries and saved lives. It is at the heart of computer programming and is a powerful approach to problem solving, with or without computers. It is so important that many countries now require that primary school children learn the skills.Professors Paul Curzon and Peter McOwan of Queen Mary University of London have written a unique and enjoyable introduction. They describe the elements of computational thinking - such as algorithmic thinking, decomposition, abstraction and pattern matching - in an entertaining and accessible way, using magic tricks, games and puzzles, as well as through real and challenging problems that computer scientists work on.This book gives you a head start in learning the skills needed for coding, and will improve your real life problem solving skills. It will help you design and evaluate new technologies, as well as understand both your own brain and the digital world in a deeper way.

Web Mining - A Synergic Approach Resorting to Classifications and Clustering (Hardcover): V. S. Kumbhar, K.S Oza, R. K. Kamat Web Mining - A Synergic Approach Resorting to Classifications and Clustering (Hardcover)
V. S. Kumbhar, K.S Oza, R. K. Kamat
R2,151 Discovery Miles 21 510 Ships in 10 - 15 working days

Web mining is the application of data mining strategies to excerpt learning from web information, i.e. web content, web structure, and web usage data. With the emergence of the web as the predominant and converging platform for communication, business and scholastic information dissemination, especially in the last five years, there are ever increasing research groups working on different aspects of web mining mainly in three directions. These are: mining of web content, web structure and web usage. In this context there are good number of frameworks and benchmarks related to the metrics of the websites which is certainly weighty for B2B, B2C and in general in any e-commerce paradigm. Owing to the popularity of this topic there are few books in the market, dealing more on such performance metrics and other related issues. This book, however, omits all such routine topics and lays more emphasis on the classification and clustering aspects of the websites in order to come out with the true perception of the websites in light of its usability. In nutshell, Web Mining: A Synergic Approach Resorting to Classifications and Clustering showcases an effective methodology for classification and clustering of web sites from their usability point of view. While the clustering and classification is accomplished by using an open source tool WEKA, the basic dataset for the selected websites has been emanated by using a free tool site-analyzer. As a case study, several commercial websites have been analyzed. The dataset preparation using site-analyzer and classification through WEKA by embedding different algorithms is one of the unique selling points of this book. This text projects a complete spectrum of web mining from its very inception through data mining and takes the reader up to the application level. Salient features of the book include: - Literature review of research work in the area of web mining - Business websites domain researched, and data collected using site-analyzer tool - Accessibility, design, text, multimedia, and networking are assessed - Datasets are filtered further by selecting vital attributes which are Search Engine Optimized for processing using the Weka attributed tool - Dataset with labels have been classified using J48, RBFNetwork, NaiveBayes, and SMO techniques using Weka - A comparative analysis of all classifiers is reported - Commercial applications for improving website performance based on SEO is given

Mobile Applications Development with Android - Technologies and Algorithms (Hardcover): Meikang Qiu, Wenyun Dai, Keke Gai Mobile Applications Development with Android - Technologies and Algorithms (Hardcover)
Meikang Qiu, Wenyun Dai, Keke Gai
R2,410 Discovery Miles 24 100 Ships in 10 - 15 working days

Mobile Applications Development with Android: Technologies and Algorithms presents advanced techniques for mobile app development, and addresses recent developments in mobile technologies and wireless networks. The book covers advanced algorithms, embedded systems, novel mobile app architecture, and mobile cloud computing paradigms. Divided into three sections, the book explores three major dimensions in the current mobile app development domain. The first section describes mobile app design and development skills, including a quick start on using Java to run an Android application on a real phone. It also introduces 2D graphics and UI design, as well as multimedia in Android mobile apps. The second part of the book delves into advanced mobile app optimization, including an overview of mobile embedded systems and architecture. Data storage in Android, mobile optimization by dynamic programming, and mobile optimization by loop scheduling are also covered. The last section of the book looks at emerging technologies, including mobile cloud computing, advanced techniques using Big Data, and mobile Big Data storage. About the Authors Meikang Qiu is an Associate Professor of Computer Science at Pace University, and an adjunct professor at Columbia University. He is an IEEE/ACM Senior Member, as well as Chair of the IEEE STC (Special Technical Community) on Smart Computing. He is an Associate Editor of a dozen of journals including IEEE Transactions on Computers and IEEE Transactions on Cloud Computing. He has published 320+ peer-reviewed journal/conference papers and won 10+ Best Paper Awards. Wenyun Dai is pursuing his PhD at Pace University. His research interests include high performance computing, mobile data privacy, resource management optimization, cloud computing, and mobile networking. His paper about mobile app privacy has been published in IEEE Transactions on Computers. Keke Gai is pursuing his PhD at Pace University. He has published over 60 peer-reviewed journal or conference papers, and has received three IEEE Best Paper Awards. His research interests include cloud computing, cyber security, combinatorial optimization, business process modeling, enterprise architecture, and Internet computing. .

3-D Image Processing Algorithms (Hardcover): N. Nikolaidis 3-D Image Processing Algorithms (Hardcover)
N. Nikolaidis
R2,637 Discovery Miles 26 370 Ships in 18 - 22 working days

Thorough, up-to-date, comprehensive coverage of 3-D image processing This authoritative guide presents and explains numerous 3-D image processing, analysis, and visualization techniques, including volume filtering, interpolation, 3-D discrete Fourier transform, evaluation of topological and geometrical features, region segmentation and edge detection, skeletonization and registration, and visualization. Necessary theoretical background is provided for each topic, along with a number of algorithms, selected on the basis of their acceptance by the scientific community.

The presentation of each technique includes a commented implementation, either in C code or in C-like pseudocode. Though presented in an almost ready-to-run form, the C code is simplified to expose the structure of the processing algorithms, rather than their programming details. This combination of theoretical treatment and C code implementation allows readers to gain a thorough insight into these techniques.

Important features of 3-D Image Processing Algorithms include:

  • A demo version of EIKONA 3D image processing software
  • Lab exercises based on EIKONA 3D
  • Accompanying transparencies summarizing the most important topics.

The material can be downloaded from an ftp site

Based on the authors’ long experience in research and teaching of 2-D/3-D image processing, 3-D Image Processing Algorithms is an indispensable resource for electrical, computer, and biomedical engineers, as well as computer graphics professionals and programmers.

Game Audio Programming - Principles and Practices (Hardcover): Guy Somberg Game Audio Programming - Principles and Practices (Hardcover)
Guy Somberg
R2,170 Discovery Miles 21 700 Ships in 10 - 15 working days

Welcome to Game Audio Programming: Principles and Practices! This book is the first of its kind: an entire book dedicated to the art of game audio programming. With over fifteen chapters written by some of the top game audio programmers and sound designers in the industry, this book contains more knowledge and wisdom about game audio programming than any other volume in history. One of the goals of this book is to raise the general level of game audio programming expertise, so it is written in a manner that is accessible to beginners, while still providing valuable content for more advanced game audio programmers. Each chapter contains techniques that the authors have used in shipping games, with plenty of code examples and diagrams. There are chapters on the fundamentals of audio representation and perception; advanced usage of several different audio middleware platforms (Audiokinetic Wwise, CRI ADX2, and FMOD Studio); advanced topics including Open Sound Control, Vector-Based Amplitude Panning, and Dynamic Game Data; and more! Whether you're an audio programmer looking for new techniques, an up-and-coming game developer looking for an area to focus on, or just the one who got saddled with the audio code, this book has something for you. Cutting-edge advanced game audio programming concepts, with examples from real games and audio engines Includes perspectives of both audio programmers and sound designers on working and communicating together Coverage not just on game audio engine design, but also on implementing audio tools and working with sound designers providing a comprehensive perspective on being an audio programmer

Teaching and Learning Computer Programming - Multiple Research Perspectives (Paperback): Richard E. Mayer Teaching and Learning Computer Programming - Multiple Research Perspectives (Paperback)
Richard E. Mayer
R1,525 Discovery Miles 15 250 Ships in 10 - 15 working days

The influx of computer technology into classrooms during the past decade raises the questions -- how can we teach children to use computers productively and what effect will learning to program computers have on them? During this same period, researchers have investigated novice learning of computer programming. Teaching and Learning Computer Programming unites papers and perspectives by respected researchers of teaching and learning computer science while it summarizes and integrates major theoretical and empirical contributions. It gives a current and concise account of how instructional techniques affect student learning and how learning of programming affects students' cognitive skills. This collection is an ideal supplementary text for students and a valuable reference for professionals and researchers of education, technology and psychology, computer science, communication, developmental psychology, and industrial organization.

New Literacies and Teacher Learning - Professional Development and the Digital Turn (Paperback, New edition): Michele Knobel,... New Literacies and Teacher Learning - Professional Development and the Digital Turn (Paperback, New edition)
Michele Knobel, Judy Kalman
R938 Discovery Miles 9 380 Ships in 10 - 15 working days

New Literacies and Teacher Learning examines the complexities of teacher professional development today in relation to new literacies and digital technologies, set within the wider context of strong demands for teachers to be innovative and to improve students' learning outcomes. Contributors hail from Argentina, Australia, Canada, Finland, Mexico, Norway, and the U.S., and work in a broad range of situations, grade levels, activities, scales, and even national contexts. Projects include early year education through to adult literacy education and university contexts, describing a range of approaches to taking up new literacies and digital technologies within diverse learning practices. While the authors present detailed descriptions of using various digital resources like movie editing software, wikis, video conferencing, Twitter, and YouTube, they all agree that digital "stuff" - while important - is not the central concern. Instead, what they foreground in their discussions are theory-informed pedagogical orientations, collaborative learning theories, the complexities of teachers' workplaces, and young people's interests. Thus, a key premise in this collection is that teaching and learning are about deep engagement, representing meanings in a range of ways. These include acknowledging relationships and knowledge; thinking critically about events, phenomena, and processes; and participating in valued social and cultural activities. The book shows how this kind of learning doesn't simply occur in a one-off session, but takes time, commitment, and multiple opportunities to interact with others, to explore, play, make mistakes, and get it right.

Usability Testing Essentials: Ready, Set ...Test! (Paperback, 2nd edition): Carol M. Barnum Usability Testing Essentials: Ready, Set ...Test! (Paperback, 2nd edition)
Carol M. Barnum
R1,364 Discovery Miles 13 640 Ships in 10 - 15 working days

Usability Testing Essentials presents a practical, step-by-step approach to learning the entire process of planning and conducting a usability test. It explains how to analyze and apply the results and what to do when confronted with budgetary and time restrictions. This is the ideal book for anyone involved in usability or user-centered design-from students to seasoned professionals. Filled with new examples and case studies, Usability Testing Essentials, Second Edition is completely updated to reflect the latest approaches, tools and techniques needed to begin usability testing or to advance in this area.

Games User Research - A Case Study Approach (Hardcover): Miguel Angel Garcia-Ruiz Games User Research - A Case Study Approach (Hardcover)
Miguel Angel Garcia-Ruiz
R3,805 Discovery Miles 38 050 Ships in 10 - 15 working days

"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.

Game Engine Gems 3 (Hardcover): Eric Lengyel Game Engine Gems 3 (Hardcover)
Eric Lengyel
R2,577 Discovery Miles 25 770 Ships in 9 - 17 working days

This book, the third volume in the popular Game Engine Gems series, contains 22 new chapters that concisely present particular techniques, describe clever tricks, or offer practical advice within the subject of game engine development. Each chapter is filled with the expert knowledge and wisdom of seasoned professionals from both industry and academia. The book is divided into four broad categories pertaining to game engine development: Graphics and rendering Physics General programming Character control and artificial intelligence There is also a companion website, gameenginegems.com, where updates and supplementary materials are posted. Many chapters offer downloadable source code, demos, and examples. Covering the latest developments and continuing to provide practical methods and tips for game engine development, Game Engine Gems 3 is indeed a new gem in the series. Not only does it aid professionals in their work, but it also shows students and others interested in game development how the pros tackle specific problems that arise during game engine development.

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