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Books > Computing & IT > Computer programming > General
"PIC Projects and Applications Using C" details how to program the PIC microcontroller in the C language. The book takes a learn-by-doing approach, with applications covering topics such as inputs, outputs, keypads, alphanumeric displays, analogue-to-digital conversion, radio transmitters and receivers, data EEPROM, interrupts and timing. To aid debugging, the book provides a section detailing the use of the simulator and in-circuit debugger. With this book you will learn: How to program the PIC
microcontroller in CTechniques for using the simulator and
debuggers to find faults on your codeThe ins and outs of
interfacing circuits, such as radio modules and liquid crystal
displaysHow to use the PIC on-board functions, such as interrupts
and timing modules, and make analogue measurements
A computationally oriented comparison of solution algorithms for
two stage and jointly chance constrained stochastic linear
programming problems, this is the first book to present comparative
computational results with several major stochastic programming
solution approaches.
This book covers the most important topics in the area of pattern recognition, object recognition, computer vision, robot vision, medical computing, computational geometry, and bioinformatics systems. Students and researchers will find a comprehensive treatment of polygonal approximation and its real life applications. The book not only explains the theoretical aspects but also presents applications with detailed design parameters. The systematic development of the concept of polygonal approximation of digital curves and its scale-space analysis are useful and attractive to scholars in many fields.
If you want to be successful in any area of game development game design, programming, graphics, sound, or publishing you should know how standouts in the industry approach their work and address problems. In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You ll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications. While there are plenty of resources available for aspiring game developers to learn the necessary technical skills, there is hardly any historical material on the culture that made the games industry possible. Filling the void, this book provides a historical and cultural context for the games industry. It takes you into the minds of the pioneers who blazed the trails and established the industry as we know it today."
Programming is now parallel programming. Much as structured
programming revolutionized traditional serial programming decades
ago, a new kind of structured programming, based on patterns, is
relevant to parallel programming today. Parallel computing experts
and industry insiders Michael McCool, Arch Robison, and James
Reinders describe how to design and implement maintainable and
efficient parallel algorithms using a pattern-based approach. They
present both theory and practice, and give detailed concrete
examples using multiple programming models. Examples are primarily
given using two of the most popular and cutting edge programming
models for parallel programming: Threading Building Blocks, and
Cilk Plus. These architecture-independent models enable easy
integration into existing applications, preserve investments in
existing code, and speed the development of parallel applications.
Examples from realistic contexts illustrate patterns and themes in
parallel algorithm design that are widely applicable regardless of
implementation technology.
This book introduces the basics in game usability and overall game UX mindset and techniques, as well as looking at current industry best practices and trends. Fully updated for its second edition, it includes practical advice on how to include usability in already tight development timelines, and how to advocate for UX and communicate results to higher-ups effectively. The book begins with an introduction to UX strategy considerations for games, and to UX design, before moving on to cover core user research and usability techniques as well as how to fit UX practices into the business process. It provides considerations of player differences and offers strategies for inclusion as well as chapters that give platform and context specific advice. With a wealth of new interviews with industry leaders and contributions from the very best in game UX, the book also includes brand new chapters on: Accessibility Mobile Game Usability Data Science Virtual and Augmented Reality Esports This book will be vital reading for all professional game developers and game UX advocates, as well as those students aspiring to work in game development and game UX.
This book compares the three most prominent representatives of evolutionary algorithms - genetic algorithms, evolution strategies, and evolutionary programming - computational methods at the border between computer science and evolutionary biology. The algorithms are explained within a common formal framework, thereby clarifying the similarities and differences of these methods. The author also presents new results regarding the role of mutation and selection in genetic algorithms and uses a meta-evolutionary approach to confirm some of the theoretical results.
- Highly accessible and code-free introduction to game audio, suitable for a wide range of undergraduate courses, such as music production, sound design and composition - Accompanied by eresources, including downloadable projects for each chapter - A great addition to our growing catalogue of game audio titles
The Free and Open Source Software (FOSS) movement demonstrates how labour can self-organise production, and, as is shown by the free operating system GNU/Linux, even compete with some of the worlds largest firms. The book examines the hopes of such thinkers as Friedrich Schiller, Karl Marx, Herbert Marcuse and Antonio Negri, in the light of the recent achievements of the hacker movement. This book is the first to examine a different kind of political activism that consists in the development of technology from below.
The Knowledge Grid is an intelligent and sustainable interaction environment that consists of autonomous individuals, self-organized semantic communities, adaptive networking mechanisms, evolving semantic link networks keeping meaningful connection between individuals, flows for dynamic resource sharing, and mechanisms supporting effective resource management and providing appropriate knowledge services for learning, innovation, teamwork, problem solving, and decision making. This book presents its methodology, theory, models and applications systematically for the first time.Its second edition fulfils the ideal of the Knowledge Grid by includingmany new contents, including: (1) The insight of cyber-physical society; (2) The systematic method of semantic link network that supports uncertainty management, discovery of semantic links and semantic communities, autonomous semantic data model, and cyber-physical-socio semantic link network; (3) Semantic peer-to-peer infrastructures for efficient knowledge sharing; (4) A new centrality measure of network; and (5) The Energy-Knowledge Grid. This new edition will undoubtedly provide inspiring materials for researchers, academics, practitioners and students.
This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of "geek therapy." This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience.
Understanding Game Scoring explores the unique collaboration between gameplay and composition that defines musical scoring for video games. Using an array of case studies reaching back into the canon of classic video games, this book illuminates the musical flexibility, user interactivity and sound programming that make game scoring so different from traditional modes of composition. Mack Enns explores the collaboration between game scorers and players to produce the final score for a game, through case studies of the Nintendo Entertainment System sound hardware configuration, and game scores, including the canonic scores for Super Mario Bros. (1985) and The Legend of Zelda (1986). This book is recommended reading for students and researchers interested in the composition and production of video game scores, as well as those interested in ludo-musicology.
Programming Graphical User Interfaces with R introduces each of the major R packages for GUI programming: RGtk2, qtbase, Tcl/Tk, and gWidgets. With examples woven through the text as well as stand-alone demonstrations of simple yet reasonably complete applications, the book features topics especially relevant to statisticians who aim to provide a practical interface to functionality implemented in R. The book offers: A how-to guide for developing GUIs within R The fundamentals for users with limited knowledge of programming within R and other languages GUI design for specific functions or as learning tools The accompanying package, ProgGUIinR, includes the complete code for all examples as well as functions for browsing the examples from the respective chapters. Accessible to seasoned, novice, and occasional R users, this book shows that for many purposes, adding a graphical interface to one's work is not terribly sophisticated or time consuming.
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games. Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.
This edition provides a comprehensively updated and enhanced review of current quality methods and standards. It outlines causes of failure, current practice and standards and suggests an ideal approach to software control at each stage of the design cycle. The emphasis of this new edition has shifted towards safety critical software. This book should be of interest to systems designers, software engineers, and safety and reliability engineers.
The demand for SQL information and training continues to grow
with the need for a database behind every website capable of
offering web-based information queries. SQL is the de facto
standard for database retrieval, and if you need to access, update,
or utilize data in a modern database management system, youwill
need SQL to do it. TheSecond Editionof "Joe Celko's Trees and
Hierarchies in SQL for Smarties" covers two new sets of extensions
over three entirelynew chapters and expounds upon the changes that
have occurred in SQL standards since the previous edition's
publication. Benefit from mastering the challenging aspects of
these database applications in SQL as taught by Joe Celko, one of
the most-read SQL authors in the world. *Expert advice from a noted SQL authority and award-winning columnist who has given 10 years of service to the ANSI SQL standards committee *Teaches scores of advanced techniques that can be used with any product, in any SQL environment *Offers graph theory and programming techniques for working around deficiencies and gives insight into real-world challenges"
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams.
Getting Started with Natural Language Processing is a hands-on guide filled with everything you need to get started with NLP in a friendly, understandable tutorial. Full of Python code and hands-on projects, each chapter provides a concrete example with practical techniques that you can put into practice right away. By following the numerous Python-based examples and real-world case studies, you'll apply NLP to search applications, extracting meaning from text, sentiment analysis, user profiling, and more. When you're done, you'll have a solid grounding in NLP that will serve as a foundation for further learning. Key Features * Extracting information from raw text * Named entity recognition * Automating summarization of key facts * Topic labeling For beginners to NLP with basic Python skills. About the technology Natural Language Processing is a set of data science techniques that enable machines to make sense of human text and speech. Advances in machine learning and deep learning have made NLP more efficient and reliable than ever, leading to a huge number of new tools and resources. From improving search applications to sentiment analysis, the possible applications of NLP are vast and growing. Ekaterina Kochmar is an Affiliated Lecturer and a Senior Research Associate at the Natural Language and Information Processing group of the Department of Computer Science and Technology, University of Cambridge. She holds an MA degree in Computational Linguistics, an MPhil in Advanced Computer Science, and a PhD in Natural Language Processing.
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as 'cultural software' that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its 'circuits of cultural software'. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
Disability and New Media examines how digital design is triggering disability when it could be a solution. Video and animation now play a prominent role in the World Wide Web and new types of protocols have been developed to accommodate this increasing complexity. However, as this has happened, the potential for individual users to control how the content is displayed has been diminished. Accessibility choices are often portrayed as merely technical decisions but they are highly political and betray a disturbing trend of ableist assumption that serve to exclude people with disability. It has been argued that the Internet will not be fully accessible until disability is considered a cultural identity in the same way that class, gender and sexuality are. Kent and Ellis build on this notion using more recent Web 2.0 phenomena, social networking sites, virtual worlds and file sharing. Many of the studies on disability and the web have focused on the early web, prior to the development of social networking applications such as Facebook, YouTube and Second Life. This book discusses an array of such applications that have grown within and alongside Web 2.0, and analyzes how they both prevent and embrace the inclusion of people with disability.
In Silico methods to predict toxicity have become increasingly important recently, particularly in light of European legislation such as REACH and the Cosmetics Regulation. They are also being used extensively worldwide e.g. in the USA, Canada, Japan and Australia. In assessing the risk that a chemical may pose to human health or to the environment, focus is now being directed towards exploitation of in silico methods to replace in vivo or in vitro techniques. A prediction of potential toxicity requires several stages: 1) Collation and organisation of data available for the compound, or if this is not available, information for related compounds. 2) An assessment of the quality of the data. 3) Generation of additional information about the compound using computational techniques at various levels of complexity - calculation of physico-chemical properties, 2-D, 3-D / MO descriptors and specific receptor modelling / interaction. 4) Use of an appropriate strategy to predict toxicity - ie a statistically valid method which makes best use of all available information (mechanism of action, activity for related compounds, extrapolation across species and endpoints, likely exposure scenario amounts over time etc). 5) Consideration then needs to be given to how this information is used in the real world ie use of expert systems / tools as relevant to assessors (if sufficiently different to previous) - weight of evidence approaches. 6) Finally evidence should be presented from case studies within this area. No other publication brings together information on all of these areas in one book and this publication is unique in that it provides a logical progression through every one of these key stages and defines the use of computational approaches to predict the environmental toxicity and human health effects of organic chemicals. The volume is aimed at the developers and users of in silico toxicology and provides an analysis of all aspects required for in silico prediction of toxicology, including data collation, quality assessment and computational approaches. The contributions from recognised leaders in each of these areas include evidence of the use and applicability of approaches using real world case studies concerning both environmental and human health effects. The book provides a very useful single source reference for people working in this area including academics, professionals, under- and post-graduate students as well as Governmental Regulatory Scientists involved in chemical risk assessment and REACH.
While there are sporadic journal articles on socio-technical networks, there's long been a need for an integrated resource that addresses concrete socio-technical network (STN) design issues from algorithmic and engineering perspectives. Filling this need, Socio-Technical Networks: Science and Engineering Design provides a complete introduction to the fundamentals of one of the hottest research areas across the social sciences, networking, and computer science -- including its definition, historical background, and models. Covering basic STN architecture from a physical/technological perspective, the book considers the system design process in a typical STN, including inputs, processes/actions, and outputs/products. It covers current applications, including transportation networks, energy systems, tele-healthcare, financial networks, and the World Wide Web. A group of STN expert contributors addresses privacy and security topics in the interdependent context of critical infrastructure, which include risk models, trust models, and privacy preserving schemes. * Covers the physical and technological designs in a typical STN * Considers STN applications in popular fields, such as healthcare and the virtual community * Details a method for mapping and measuring complexity, uncertainty, and interactions among STN components The book examines the most important STN models, including graph theory, inferring agent dynamics, decision theory, and information mining. It also explains structural studies, behavioral studies, and agent/actor system studies and policy studies in different STN contexts. Complete with in-depth case studies, this book supplies the practical insight needed to address contemporary STN design issues.
This tutorial-based book allows readers to create a first-person game from start to finish using industry-standard (and free to student) tools of Unity, Substance Painter, and Maya. The first half of the book lays out the basics of using Maya and Substance Painter to create game-ready assets. This includes polygonal modeling, UV layout, and custom texture painting. The book then covers rigging and animation solutions to create assets to be placed in the game, including animated first-person assets and motion-captured NPC animations. Finally, readers can put it all together and build interactivity that allows the player to create a finished game using the assets built and animated earlier in the book. * Written by industry professionals with real-world experience in building assets and games * Build a complete game from start to finish * Learn what the pros use: construct all assets using the tools used at game studios across the world * All software used are free to students * When complete, students will have a playable version of an FPS game Jingtian Li is a graduate of China's Central Academy of Fine Arts and New York's School of Visual Arts, where he earned an MFA in Computer Art. He currently is an Assistant Professor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. Adam Watkins is a 20-year veteran of 3D education. He holds an MFA in 3D Animation and a BFA in Theatre Arts from Utah State University. He currently is the Coordinator and Professor of the 3D Animation & Game Department at the University of the Incarnate Word in San Antonio, Texas. Kassandra Arevalo is an instructor of 3D Animation & Game Design at the University of the Incarnate Word in San Antonio, Texas. She previously worked as an animator at Immersed Games. Matt Tovar is an industry veteran animator. He has worked at Naughty Dog, Infinity Ward, and Sony Interactive on such games as The Last of Us, Call of Duty: Modern Warfare, and most recently Marvel's Avengers with Crystal Dynamics. He is an Assistant Professor of 3D Animation at the University of the Incarnate Word in San Antonio, Texas. |
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