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Books > Computing & IT > Computer programming > General
In the rapidly-changing world of the Internet and the Web, theory and research struggle to keep up with technological, social, and economic developments. In education in particular, a proliferation of novel practices, applications, and forms -- from bulletin boards to Webcasts, from online educational games to open educational resources -- have come to be addressed under the rubric of «e-learning. In response to these phenomena, Re-thinking E-Learning Research introduces a number of research frameworks and methodologies relevant to e-learning. The book outlines methods for the analysis of content, narrative, genre, discourse, hermeneutic-phenomenological investigation, and critical and historical inquiry. It provides examples of pairings of method and subject matter that include narrative research into the adaptation of blogs in a classroom setting; the discursive-psychological analysis of student conversations with artificially intelligent agents; a genre analysis of an online discussion; and a phenomeno-logical study of online mathematics puzzles. Introducing practical applications and spanning a wide range of the possibilities for e-learning, this book will be useful for students, teachers, and researchers in e-learning.
Improving Business Agility with EDA Going beyond SOA, enterprises can gain even greater agility by implementing event-driven architectures (EDAs) that automatically detect and react to significant business events. However, EDA planning and deployment is complex, and even experienced SOA architects and developers need expert guidance. In Event-Driven Architecture, four leading IT innovators present both the theory of EDA and practical, step-by-step guidance to implementing it successfully. The authors first establish a thorough and workable definition of EDA and explore how EDA can help solve many of today's most difficult business and IT challenges. You'll learn how EDAs work, what they can do today, and what they might be able to do as they mature. You'll learn how to determine whether an EDA approach makes sense in your environment and how to overcome the difficult interoperability and integration issues associated with successful deployment. Finally, the authors present chapter-length case studies demonstrating how both full and partial EDA implementations can deliver exceptional business value. Coverage includes How SOA and Web services can power event-driven architectures The role of SOA infrastructure, governance, and security in EDA environments EDA core components: event consumers and producers, message backbones, Web service transport, and more EDA patterns, including simple event processing, event stream processing, and complex event processing Designing flexible stateless events that can respond to unpredictable customers, suppliers, and business partners Addressing technical and business challenges such as project management and communication EDA at work: real-world applications across multiple verticals Hugh Taylor is a social software evangelist for IBM Lotus Software. He coauthored Understanding Enterprise SOA and has written extensively on Web services and SOA. He holds an MBA from Harvard Business School. Angela Yochem is an executive in a multinational technology company and is a recognized thought leader in architecture and large-scale technology management. Les Phillips, VP, enterprise architecture, at SunTrust Banks Inc., is responsible for defining the strategic and business IT foundation for many areas of the enterprise. Frank Martinez, EVP, product strategy, at SOA Software, is a recognized expert on distributed, enterprise application, and infrastructure platforms. He has served as senior operating executive for several venture-backed firms and helped build Intershop Communications into a multibillion-dollar public company. Foreword xi Preface xii Introduction 1 Event-Driven Architecture: A Working Definition 1 The "New" Era of Interoperability Dawns 6 The ETA for Your EDA 9 Endnotes 9 PART I THE THEORY OF EDA Chapter 1 EDA: Opportunities and Obstacles 13 The Vortex 13 EDA: A Working Systemic Definition 14 The (Not So Smooth) Path to EDA 24 Defining Interoperability 26 Drivers of Interoperability 28 Application Integration: A Means to Interoperate 29 Interoperation and Business Process Management 31 Is There a Diet for All This Spaghetti? 35 How Architecture Promotes Integration 37 Management and Governance 39 Chapter Summary 43 Endnote 45 Chapter 2 SOA: The Building Blocks of EDA 47 Making You an Offer You Can't Understand 47 SOA: The Big Picture 48 Defining Service 49 Service-Based Integration 50 Web Services 51 What Is SOA? 59 Loose Coupling in the SOA 60 Chapter Summary 61 Chapter 3 Characteristics of EDA 63 Firing Up the Corporate Neurons 63 Revisiting the Enterprise Nervous System 63 The Ideal EDA 78 BAM--A Related Concept 86 Chapter Summary 87 Endnotes 89 Chapter 4 The Potential of EDA 91 Introduction 91 EDA's Potential in Enterprise Computing 91 EDA and Enterprise Agility 100 EDA and Society's Computing Needs 102 EDA and Compliance 107 Chapter Summary 108 Chapter 5 The SOA-EDA Connection 111 Getting Real 111 Event Services 112 The Service Network 114 Implementing the SOA and Service Network 116 How to Design an SOA 122 The Real "Bottom Line" 134 Chapter Summary 137 PART II EDA IN PRACTICE Chapter 6 Thinking EDA 141 A Novel Mind-Set 141 Reducing Central Control 142 Thinking about EDA Implementation 148 When EDA Is Not the Answer 151 An EDA Product Examined 153 Chapter Summary 157 Endnotes 158 Chapter 7 Case Study: Airline Flight Control 159 Learning Objectives 160 Business Context: Airline Crunch Time 160 The Ideal Airline Flight Control EDA 167 What FEDA Might Look Like in Real Life 176 Program Success 197 Chapter Summary 206 Endnotes 207 Chapter 8 Case Study: Anti-Money Laundering 209 Learning Objectives 210 Cracking a Trillion Dollar, Global Crime Wave 210 IT Aspects of Anti-Money Laundering 216 EDA as a Weapon in the War on Money Laundering 221 Chapter Summary 259 Endnotes 260 Chapter 9 Case Study: Event-Driven Productivity Infrastructure 261 Learning Objectives 262 The Often Inadequate Human Link in the EDA 262 Overview of Productivity Infrastructure 264 The Potential Benefits of EDA-PI Integration 267 ProdCo, an EDA-PI Integration Scenario 273 Chapter Summary 293 Endnotes 294
This book includes a variety of articles which look critically
and judiciously at Google and its products, with a focus on Google
Scholar and Google Book Search. It also examines their usefulness
in a public service context. Its ultimate aim is to assess the use
of Google as a major information resource. Its subject matter deals
with online megasearch engines and their influence on reference
librarianship, the impact of Google on information seeking,
librarianship and the development of book digitization projects in
which Google Book Search plays its part. This book will be of interest to librarians across all
educational sectors, library science scholars and publishers. This book was published as a special issue of the Journal of Library Administration.
This book is designed for use as a primary introduction to Python and can be used as an introductory text or as a resource for professionals in industry. The book has been divided into four sections. The first section deals with the language fundamentals, primarily the procedural part of the language, the second introduces the object-oriented paradigms, the third section deals with data structures, and the last is devoted to advanced topics like handling multi-dimensional arrays using NumPy and visualization using Matplotlib. Regular expressions and multi-threading have been introduced in the appendices. Features: Includes sections dedicated to data structures Offers in-depth treatment of topics such as classes, inheritance, BST, andNumPy Introduces topics like Matplotlib and PIL Contains exercises for practice and a review of essential programming concepts
"Game Feel" exposes "feel" as a hidden language in game design that
no one has fully articulated yet. The language could be compared to
the building blocks of music (time signatures, chord progressions,
verse) - no matter the instruments, style or time period - these
building blocks come into play. Feel and sensation are similar
building blocks where game design is concerned. They create the
meta-sensation of involvement with a game.
This comprehensive work provides the fundamentals of computer facial animation and brings into sharper focus techniques that are becoming mainstream in the industry. Over the past decade, since the publication of the first edition, there have been significant developments by academic research groups and in the film and games industries leading to the development of morphable face models, performance driven animation, as well as increasingly detailed lip-synchronization and hair modeling techniques. These topics are described in the context of existing facial animation principles. The second edition provides an up-to-date source for professionals and academic researchers working in the field of facial animation.
The networking capabilities of the Java platform have been extended
considerably since the first edition of the book. This new edition
covers version 1.5-1.7, the most current iterations, as well as
making the following improvements:
Master Agile Product Owner Behaviors that Lead to Marketplace Winners! Organizations pour vast resources into building new products and services. Yet too many are poorly conceived, don't delight (or even satisfy) customers, and fail in the marketplace. The solution is more effective agile product ownership and product management. This book is an expert guide to the behaviors, stances, and practices of world-class agile product development, reflecting deep in-the-trenches experience from world-renowned experts. Chris Lukassen and Robbin Schuurman introduce powerful tools, ideas, and skills for delivering superior products and services, and for avoiding pitfalls that keep you from seeing what customers really need and want. Learn through a start-to-finish, Scrum-based case study, drawing on concepts the authors created for their breakthrough Scrum.org Professional Scrum Product Owner-Advanced (PSPO-A) training course. This innovative approach has already helped thousands of product owners excel--and it can transform the way you create products. Replace negative product owner behaviors with approaches that lead to excellence Represent customers more empathetically and effectively Connect customers, values, and features more coherently Tell better stories, set clearer goals, and create more valuable roadmaps Innovate business models, run better experiments, and scale products more successfully Make more successful decisions, involve the right people, and rely on better data Become a great agile collaborator, across governance, budgeting, contracting, and beyond Influence customers, users, stakeholders, and teams to improve your overall effectiveness Optimize every organizational role related to product ownership Product owners, managers, and team leads will find this guide indispensable along with Agile/Scrum coaches, consultants, and executives wanting to generate more value from product management across the organization.
The last decade has witnessed the rise of big data in game development as the increasing proliferation of Internet-enabled gaming devices has made it easier than ever before to collect large amounts of player-related data. At the same time, the emergence of new business models and the diversification of the player base have exposed a broader potential audience, which attaches great importance to being able to tailor game experiences to a wide range of preferences and skill levels. This, in turn, has led to a growing interest in data mining techniques, as they offer new opportunities for deriving actionable insights to inform game design, to ensure customer satisfaction, to maximize revenues, and to drive technical innovation. By now, data mining and analytics have become vital components of game development. The amount of work being done in this area nowadays makes this an ideal time to put together a book on this subject. Data Analytics Applications in Gaming and Entertainment seeks to provide a cross section of current data analytics applications in game production. It is intended as a companion for practitioners, academic researchers, and students seeking knowledge on the latest practices in game data mining. The chapters have been chosen in such a way as to cover a wide range of topics and to provide readers with a glimpse at the variety of applications of data mining in gaming. A total of 25 authors from industry and academia have contributed 12 chapters covering topics such as player profiling, approaches for analyzing player communities and their social structures, matchmaking, churn prediction and customer lifetime value estimation, communication of analytical results, and visual approaches to game analytics. This book's perspectives and concepts will spark heightened interest in game analytics and foment innovative ideas that will advance the exciting field of online gaming and entertainment.
This book offers a highly accessible introduction to natural language processing, the field that supports a variety of language technologies, from predictive text and email filtering to automatic summarization and translation. With it, you'll learn how to write Python programs that work with large collections of unstructured text. You'll access richly annotated datasets using a comprehensive range of linguistic data structures, and you'll understand the main algorithms for analyzing the content and structure of written communication. Packed with examples and exercises, Natural Language Processing with Python will help you: * Extract information from unstructured text, either to guess the topic or identify "named entities" * Analyze linguistic structure in text, including parsing and semantic analysis * Access popular linguistic databases, including WordNet and treebanks * Integrate techniques drawn from fields as diverse as linguistics and artificial intelligence This book will help you gain practical skills in natural language processing using the Python programming language and the Natural Language Toolkit (NLTK) open source library. If you're interested in developing web applications, analyzing multilingual news sources, or documenting endangered languages -- or if you're simply curious to have a programmer's perspective on how human language works -- you'll find Natural Language Processing with Python both fascinating and immensely useful.
As part of the Pocket Primer series, this book provides an overview of the major aspects and the source code to use D3. This Pocket Primer is primarily for self-directed learners who want to learn D3 and serves as a starting point for deeper exploration of its programming. Features: Includes a companion disc with appendices, source code, and figures Contains material devoted to D3 on mobile devices, using D3 with Ajax, HTML5 Web Sockets, NodeJS, and covers D3 application programming interfaces and other toolkits Provides a solid introduction to D3 via complete code samples eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Take a journey through the history of Japanese role-playing games-from the creators who built it, the games that defined it, and the stories that transformed pop culture and continue to capture the imaginations of millions of fans to this day.The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories, and some of the most iconic and beloved games in the industry. Inspired by early western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history-and it has the fanbase to prove it. In Fight, Magic, Items, Aidan Moher guides readers through the fascinating history of JRPGs, exploring the technical challenges, distinct narrative and artistic visions, and creative rivalries that fueled the creation of countless iconic games and their quest to become the best, not only in Japan, but in North America, too. Moher starts with the origin stories of two classic Nintendo titles, Final Fantasy and Dragon Quest, and immerses readers in the world of JRPGs, following the interconnected history from through the lens of their creators and their stories full of hope, risk, and pixels, from the tiny teams and almost impossible schedules that built the foundations of the Final Fantasy and Dragon Quest franchises; Reiko Kodama pushing the narrative and genre boundaries with Phantasy Star; the unexpected team up between Horii and Sakaguchi to create Chrono Trigger; or the unique mashup of classic Disney with Final Fantasy coolness in Kingdom Hearts. Filled with firsthand interviews and behind-the-scenes looks into the development, reception, and influence of JRPGs, Fight, Magic, Items captures the evolution of the genre and why it continues to grab us, decades after those first iconic pixelated games released.
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player's engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.
All You Need to Know, and Nothing You Don't, About Core Tools for Software Development Three of the core tools needed for modern software development are the Unix command line, a text editor, and version control with Git. But you don't need to learn "everything" about them, just how to use them efficiently to solve real problems. In Learn Enough Developer Tools to Be Dangerous, renowned instructor Michael Hartl teaches the specific concepts, skills, and approaches you need so you can learn to write apps, get hired, collaborate, and maybe even launch your own company. Even if you've never used (or even heard of) these tools before, Hartl helps you quickly build technical sophistication and master the lore you need to succeed. Focused exercises help you internalize what matters, without wasting time on details pros don't care about. Soon, it'll be like you were born knowing this stuff--and you'll be suddenly, seriously dangerous. Learn enough about . . . Running a terminal, entering and editing commands, and using man pages Manipulating and inspecting files: from basic copying to finding patterns Organizing files with directories Learning Minimum Viable Vim Basic and advanced editing techniques with editors like Atom and VS Code Using the human-readable Markdown language for writing quick documentation Formatting source code and writing executable scripts Getting started with Git and GitHub Using key Git workflows: commit, push, branch, merge, and more Collaborating on Git projects and resolving code conflicts Setting up dev environments: macOS, Linux, Windows, and cloud Michael Hartl's Learn Enough series includes books and video courses that focus on the most important parts of each subject, so you don't have to learn everything to get started--you just have to learn enough to be dangerous and solve technical problems yourself. Register your book for convenient access to downloads, updates, and/or corrections as they become available. See inside book for details.
This book mainly reflects the recent research works in evolutionary computation technologies and mobile sustainable networks with a specific focus on computational intelligence and communication technologies that widely ranges from theoretical foundations to practical applications in enhancing the sustainability of mobile networks. Today, network sustainability has become a significant research domain in both academia and industries present across the globe. Also, the network sustainability paradigm has generated a solution for existing optimization challenges in mobile communication networks. Recently, the research advances in evolutionary computing technologies including swarm intelligence algorithms and other evolutionary algorithm paradigms are considered as the widely accepted descriptors for mobile sustainable networks virtualization, optimization, and automation. To deal with the emerging impacts on mobile communication networks, this book discusses about the state-of-the research works on developing a sustainable design and their implementation in mobile networks. With the advent of evolutionary computation algorithms, this book contributes varied research chapters to develop a new perspective on mobile sustainable networks.
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 Handbook of Logic in Computer Science is a multi-volume work covering all major areas of application of logic to theoretical computer science.
This second edition of C# Game Programming Cookbook for Unity 3D expounds upon the first with more details and techniques. With a fresh array of chapters, updated C# code and examples, Jeff W. Murray's book will help the reader understand structured game development in Unity unlike ever before. New to this edition is a step-by-step tutorial for building a 2D infinite runner game from the framework and scripts included in the book. The book contains a flexible and reusable framework in C# suitable for all game types. From game state handling to audio mixers to asynchronous scene loading, the focus of this book is building a reusable structure to take care of many of the most used systems. Improve your game's sound in a dedicated audio chapter covering topics such as audio mixers, fading, and audio ducking effects, or dissect a fully featured racing game with car physics, lap counting, artificial intelligence steering behaviors, and game management. Use this book to guide your way through all the required code and framework to build a multi-level arena blaster game. Features Focuses on programming, structure, and an industry-level, C#-based framework Extensive breakdowns of all the important classes Example projects illustrate and break down common and important Unity C# programming concepts, such as coroutines, singletons, static variables, inheritance, and scriptable objects. Three fully playable example games with source code: a 2D infinite runner, an arena blaster, and an isometric racing game The script library includes a base Game Manager, timed and proximity spawning, save profile manager, weapons control, artificial intelligence controllers (path following, target chasing and line-of-sight patrolling behaviors), user interface Canvas management and fading, car physics controllers, and more. Code and screenshots have been updated with the latest versions of Unity. These updates will help illustrate how to create 2D games and 3D games based on the most up-to-date methods and techniques. Experienced C# programmers will discover ways to structure Unity projects for reusability and scalability. The concepts offered within the book are instrumental to mastering C# and Unity. In his game career spanning more than 20 years, Jeff W. Murray has worked with some of the world's largest brands as a Game Designer, Programmer, and Director. A Unity user for over 14 years, he now works as a consultant and freelancer between developing his own VR games and experiments with Unity.
Even though Six Sigma programs have successfully been implemented in practice, many IT departments remain skeptical of the process or are unaware of how the tools can be used to improve system development. Removing the mystique surrounding this technique, Six Sigma Software Development, Second Edition demonstrates how Six Sigma tools and concepts can be used to enhance the system development process. Revised and updated, this second edition clearly explains Six Sigma concepts and their application, maps Six Sigma concepts and tools to all aspects of system development, and proposes the use of Six Sigma tools to evaluate and improve the overall performance of the IT department. In addition to classic Six Sigma, the book introduces Design for Six Sigma (DFSS) and illustrates when and how its tools and techniques can be used to increase the robustness and reliability of a new system. It also shows how the judicious application of lean tools can reduce the complexity of IT processes, thus shortening the time needed to translate customer requirements into completed systems and increasing customer satisfaction.
The author takes readers on an in-depth walkthrough of the Torque Game Engine---one of the most popular, powerful, and easy to use game engines available today. With clear explanations of how to use Torque to create your own games and detailed discussions of the engine's inner workings, this book is a must read for any programmer interested in making games for fun or profit. It offers step-by-step examples, detailed system descriptions, in-depth references, practical tips, tricks, and more that provide readers all they need to understand the Torque Game Engine. See the Support page on the author's website for a revision of Chapter 15 (Torque Lighting). Downloadable resources are included with the book.
Node.js is the platform of choice for creating modern web services. This fast-paced book gets you up to speed on server-side programming with Node.js 8, as you develop real programs that are small, fast, low-profile, and useful. Take JavaScript beyond the browser, explore dynamic language features, and embrace evented programming.Harness the power of the event loop and non-blocking I/O to create highly parallel microservices and applications. This expanded and updated second edition showcases the latest ECMAScript features, current best practices, and modern development techniques. JavaScript is the backbone of the modern web, powering nearly every web app's user interface. Node.js is JavaScript for the server. This greatly expanded second edition introduces new language features while dramatically increasing coverage of core topics. Each hands-on chapter offers progressively more challenging topics and techniques, broadening your skill set and enabling you to think in Node. Write asynchronous, non-blocking code using Node's style and patterns. Cluster and load balance services with Node core features and third-party tools. Harness the power of databases like Elasticsearch and Redis. Work with many protocols, create RESTful web services, TCP socket clients and servers, and more. Test your code's functionality with Mocha, and manage its life cycle with NPM. Discover how Node pairs a server-side event loop with a JavaScript runtime to produce screaming fast, non-blocking concurrency. Through a series of practical programming domains, use the latest available ECMAScript features and harness key Node classes and popular modules. Create rich command-line tools and a web-based UI using modern web development techniques. Join the smart and diverse community that's rapidly advancing the state of the art in JavaScript development. What You Need: Node.js 8.xOperating system with bash-like shellOMQ (pronounced "Zero-M-Q") library, version 3.2 or higherElasticsearch version 5.0 or higherjq version 1.5 or higherRedis version 3.2 or higher
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics-all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development, step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020, including 2D game development, prefabs, cameras, animation, character controllers, lighting, and sound. Includes a step-by-step introduction to Unity 2019.3. Extensive coverage of GIMP, Audacity, and MuseScore for the creation of 2D graphics, sound effects, and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio, an independent game development and music studio in Sunnyvale, California. He started his career in game programming in 1982 at Atari Games, Inc., where he designed and programmed the classic arcade game Crystal Castles. In 1989, he joined Tengen, where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters, where he designed and coded games including Rampart and Championship Pool for the NES and SNES, and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996, he founded Actual Entertainment, publisher and developer of the Gubble video game series. He has a B.Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author, game developer, accompanist, and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender.
In this title, Graham Mayeda shows how Watsuji Tetsuro and Kuki Shuzo, two 20th-century Japanese philosophers, criticize and interpret Heideggerian philosophy in the process of articulating traditional Japanese ethics in a modern idiom. |
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