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Books > Computing & IT > Social & legal aspects of computing > Human-computer interaction
Build a complete game from start to finish using Flutter and Flame while getting acquainted with each building block in game design along the way Key Features Begin your Flutter game development journey with step-by-step instructions and best practices Understand the Flame game engine and its essential elements for making games, sprite animation, tilemaps, and audio Build enjoyable games with Flutter that can be played across different platforms Book DescriptionWith its powerful tools and quick implementation capabilities, Flutter provides a new way to build scalable cross-platform apps. In this book, you'll learn how to build on your knowledge and use Flutter as the foundation for creating games. This game development book takes a hands-on approach to building a complete game from scratch. You'll see how to get started with the Flame library and build a simple animated example to test Flame. You'll then discover how to organize and load images and audio in your Flutter game. As you advance, you'll gain insights into the game loop and set it up for fast and efficient processing. The book also guides you in using Tiled to create maps, add sprites to the maps that the player can interact with, and see how to use tilemap collision to create paths for a player to walk on. Finally, you'll learn how to make enemies more intelligent with artificial intelligence (AI). By the end of the book, you'll have gained the confidence to build fun multiplatform games with Flutter. What you will learn Discover the Flame engine and how to use it in game programming in Flutter Organize the graphics and sounds used in your game Animate a sprite in your games and detect when the player collides with tiles Run the game as a web page and desktop app Expand our player control with key navigation Build your first game and make your enemies more intelligent with AI for games Who this book is forIf you are a Flutter developer looking to apply your Flutter programming skills to games development, this book is for you. Basic knowledge of Dart will assist with understanding the concepts covered.
This edited book presents point of view and the work being undertaken by active researchers in the domain of IOT and its applications with societal impact. The book is useful to other researchers for the understanding of the research domain and different points of views expressed by the experts in their contributed chapters. The contributions are from both industry and academia; hence, it provides a rich source of both theoretical and practical work going on in the research domain of IOT.
Whether you are a professional new to the user-centered design
field, or an experienced designer who needs to learn the
fundamentals of user interface design and evaluation, this book can
lead the way.
A practical guide filled with over 120 infographics to help you administer Moodle for large organizations and small enterprises, updated to Moodle 4 and packed with real-world examples addressing today's LMS needs Key Features Learn how to plan, install, customize, and optimize Moodle and Moodle Workplace Deliver a cutting-edge learning experience in a secure and customizable environment while optimizing the Moodle environment Discover solutions to common problems while administering Moodle using a wide range of real-world examples Book DescriptionThis updated fourth edition of the classic Moodle Administration guide has been written from the ground up and covers all the new Moodle features in great breadth and depth. The topics have also been augmented with professional diagrams, illustrations, and checklists. The book starts by covering basic tasks such as how to set up and configure Moodle and perform day-to-day administration activities. You'll then progress to more advanced topics that show you how to customize and extend Moodle, manage authentication and enrolments, and work with roles and capabilities. Next, you'll learn how to configure pedagogical and technical Moodle plugins and ensure your LMS complies with data protection regulations. Then, you will learn how to tighten Moodle's security, improve its performance, and configure backup and restore procedures. Finally, you'll gain insights on how to compile custom reports, configure learning analytics, enable mobile learning, integrate Moodle via web services, and support different types of multi-tenancy. By the end of this book, you'll be able to set up an efficient, fully fledged, and secure Moodle system. What you will learn Get expert techniques to handle courses, categories, and enrolments in Moodle Manage users, cohorts, roles, and authentication in a professional manner Configure and manage core and third-party plugins and integrations like a pro Explore different levels of technical and educational configuration Enhance Moodle's look and feel to create engaging user experiences and ensure compliance with your corporate branding Gain insights by creating powerful custom reports and learning analytics Ensure your Moodle or Moodle Workplace complies with the latest GDPR regulations Support different learning settings, including home-office based learning, mobile learning, and multi-tenancy Who this book is forIf you're new to Moodle or an experienced administrator, this book is for you. It's also ideal for anyone who has to administer a Moodle system. Whether you're dealing with a small-scale local Moodle site or a large-scale multi-site learning management system, this book will assist you with any administrative task you may encounter on your journey. Basic Moodle or Moodle Workplace knowledge will be helpful, but not essential.
This monograph introduces a new, systematic taxonomy of Sports Interaction Technology (Sports ITech) that defines a design space of existing and future work in this domain. The authors put the taxonomy in a context of sport science and practice, target outcomes of sports, the underlying factors that influence them, and the role that sports technology plays in supporting sports science and practice. They build on the existing taxonomies and a vast body of literature from multiple domains of HCI, technology, sports science, and related work in Sports ITech, and complement it with identified gaps in the literature. This taxonomy is meant to be used by designers of Sports ITech. It will help better highlight and position existing work as well as provide input and inspiration for the design and deployment of such technology. It offers a description of a design space suitable to support designers, technologists, and sports people with a mindset to design, deploy, and adapt Sports ITech. The authors present this work as a call to action to bring HCI and the sports sciences closer together in the new field of Sports Interaction Technology, and aim to set a shared agenda for future developments. A Design Space of Sports Interaction Technology is a complete guide to navigate the literature from the many underlying disciplines of Sports ITech.
"Self-forgetfulness is the reigning temptation of the technological era. This is why we so readily give our assent to the absurd proposition that a computer can add two plus two, despite the obvious fact that it can do nothing of the sort--not if we have in mind anything remotely resembling what we do when we add numbers. In the computer's case, the mechanics of addition involve no motivation, no consciousness of the task, no mobilization of the will, no metabolic activity, no imagination. And its performance brings neither the satisfaction of accomplishment nor the strengthening of practical skills and cognitive capacities." In this insightful book, author Steve Talbott, software programmer and technical writer turned researcher and editor for The Nature Institute, challenges us to step back and take an objective look at the technology driving our lives. At a time when 65 percent of American consumers spend more time with their PCs than they do with their significant others, according to a recent study, Talbott illustrates that we're forgetting one important thing--our Selves, the human spirit from which technology stems. Whether we're surrendering intimate details to yet another database, eschewing our physical communities for online social networks, or calculating our net worth, we freely give our power over to technology until, he says, "we arrive at a computer's-eye view of the entire world of industry, commerce, and society at large...an ever more
The Affective Computing domain, term coined by Rosalind Picard in 1997, gathers several scientific areas such as computer science, cognitive science, psychology, design and art. The humane-machine interaction systems are no longer solely fast and efficient. They aim to offer to users affective experiences: user's affective state is detected and considered within the interaction; the system displays affective state; it can reason about their implication to achieve a task or resolve a problem. In this book, we have chosen to cover various domains of research in emotion-oriented systems. Our aim is also to highlight the importance to base the computational model on theoretical foundations and on natural data.
This book presents the proceedings of the 8th International Ergonomics Conference (ERGONOMICS), held in Zagreb, Croatia on December 2-5, 2020. By highlighting the latest theories and models, as well as cutting-edge technologies and applications, and by combining findings from a range of disciplines including engineering, design, robotics, healthcare, management, computer science, human biology and behavioral science, it provides researchers and practitioners alike with a comprehensive, timely guide on human factors and ergonomics. It also offers an excellent source of innovative ideas to stimulate future discussions and developments aimed at applying knowledge and techniques to optimize system performance, while at the same time promoting the health, safety and wellbeing of individuals. The proceedings include papers from researchers and practitioners, scientists and physicians, institutional leaders, managers and policy makers that contribute to constructing the Human Factors and Ergonomics approach across a variety of methodologies, domains and productive sectors.
Make your website stand out by unlocking the full potential of Bootstrap 5 and creating efficient UIs Key Features Find out how to customize all parts of Bootstrap 5 with Sass, including working with the utility API Create a unique website using only Bootstrap 5 with Sass customization and interactive features Grasp advanced Bootstrap 5 topics related to Sass, CSS, JavaScript, and source code optimization Book DescriptionBootstrap is one of the world's most popular and easy-to-use frontend UI toolkits for building responsive websites, but few know how to get the most out of its vast range of components, utilities, JavaScript plugins, and other features. The Missing Bootstrap 5 Guide will help you customize Bootstrap 5 with Sass to achieve a layout that stands out from the crowd, enabling you to create something unique that doesn't look like it was created with Bootstrap. With this practical guide to Bootstrap customization, developers working with Bootstrap will be able to utilize powerful customization techniques to create websites with unique designs and exclusive features. You'll see how you can develop a visually appealing website quickly and easily by taking a hands-on approach to customizing your website using advanced features of CSS, Sass, and JavaScript. Starting with learning how the Bootstrap 5 visual style is created with Sass, you'll find out how to customize it to fit your needs while achieving the website look you want. You'll then use this knowledge to create a website using most of Bootstrap 5's components and customization with Sass and JavaScript. Finally, you'll explore various advanced Bootstrap 5 topics related to Sass, CSS, JavaScript, and source code optimization. By the end of this book, you'll be able to design and build modern, captivating, and unique websites on your own using the immense capabilities of Bootstrap 5. What you will learn Identify the most important Sass features for using Bootstrap 5 Understand the structure and content of Sass code used in Bootstrap 5 Explore customization options, colors, layout, content, forms, components, helpers, and utilities Find out how to customize, extend, and improve a website to make it unique Discover different ways of using the CSS custom properties of Bootstrap 5 Get to grips with Bootstrap 5 source code optimization Who this book is forThis book is for UI designers and developers who are familiar with HTML and have prior experience with Bootstrap. Frontend as well as backend developers using Bootstrap, who don't know how to code CSS but have a solid grasp on HTML, will also find this book useful. Experienced users of the default Bootstrap files can use this book to learn all about customization and other advanced features.
The discipline of user experience (UX) design has matured into a confident practice and this edition reflects, and in some areas accelerates, that evolution. Technically this is the second edition of The UX Book, but so much of it is new, it is more like a sequel. One of the major positive trends in UX is the continued emphasis on design-a kind of design that highlights the designer's creative skills and insights and embodies a synthesis of technology with usability, usefulness, aesthetics, and meaningfulness to the user. In this edition a new conceptual top-down design framework is introduced to help readers with this evolution. This entire edition is oriented toward an agile UX lifecycle process, explained in the funnel model of agile UX, as a better match to the now de facto standard agile approach to software engineering. To reflect these trends, even the subtitle of the book is changed to "Agile UX design for a quality user experience". Designed as a how-to-do-it handbook and field guide for UX professionals and a textbook for aspiring students, the book is accompanied by in-class exercises and team projects. The approach is practical rather than formal or theoretical. The primary goal is still to imbue an understanding of what a good user experience is and how to achieve it. To better serve this, processes, methods, and techniques are introduced early to establish process-related concepts as context for discussion in later chapters.
Tools and technologies have long complemented and extended our physical abilities: from pre-historic spearheads to steam-propelled ploughs and high-tech prosthetics. While the development of lenses granted us insights into the micro and macrocosms, new sensors and technologies increasingly augment our cognitive abilities, including memory and perception. This book integrates current research efforts, results, and visions from the fields of computer science, neuroscience, and psychology. It provides a comprehensive overview of the state-of-the-art and future applications of how technologies assist and augment human perception and cognition. Experts in the field share their research and findings on: Working memory enhancements Digitization of memories through lifelog archives The consequences of technology-induced disruptions and forgetting The creation and utilization of new human senses Ethical and security concerns that arise with augmentation technologies. As technology weaves itself ever deeper into our lives, careful examination of its capabilities, risks and benefits is warranted. While this book focuses on the complementation and augmentation of human capabilities, it serves as a foundation for students, researchers and designers of technologies that push the boundaries of perception and cognition.
Write an endless runner game for the web in Rust and test, deploy, and debug your 2D game using the WebAssembly toolchain Key Features Build and deploy an endless runner game for the web from scratch through this helpful guide with key images printed in color Learn how to use Rust for web development with WebAssembly Explore modern game development and programming techniques to build 2D games using Rust Book DescriptionThe Rust programming language has held the most-loved technology ranking on Stack Overflow for 6 years running, while JavaScript has been the most-used programming language for 9 years straight as it runs on every web browser. Now, thanks to WebAssembly (or Wasm), you can use the language you love on the platform that's everywhere. This book is an easy-to-follow reference to help you develop your own games, teaching you all about game development and how to create an endless runner from scratch. You'll begin by drawing simple graphics in the browser window, and then learn how to move the main character across the screen. You'll also create a game loop, a renderer, and more, all written entirely in Rust. After getting simple shapes onto the screen, you'll scale the challenge by adding sprites, sounds, and user input. As you advance, you'll discover how to implement a procedurally generated world. Finally, you'll learn how to keep your Rust code clean and organized so you can continue to implement new features and deploy your app on the web. By the end of this Rust programming book, you'll build a 2D game in Rust, deploy it to the web, and be confident enough to start building your own games. What you will learn Build and deploy a Rust application to the web using WebAssembly Use wasm-bindgen and the Canvas API to draw real-time graphics Write a game loop and take keyboard input for dynamic action Explore collision detection and create a dynamic character that can jump on and off platforms and fall down holes Manage animations using state machines Generate levels procedurally for an endless runner Load and display sprites and sprite sheets for animations Test, refactor, and keep your code clean and maintainable Who this book is forThis game development book is for developers interested in Rust who want to create and deploy 2D games to the web. Game developers looking to build a game on the web platform using WebAssembly without C++ programming or web developers who want to explore WebAssembly along with JavaScript web will also find this book useful. The book will also help Rust developers who want to move from the server side to the client side by familiarizing them with the WebAssembly toolchain. Basic knowledge of Rust programming is assumed.
This book comprises select proceedings of the 43rd National Systems Conference on Innovative and Emerging Trends in Engineering Systems (NSC 2019) held at the Indian Institute of Technology, Roorkee, India. The contents cover latest research in the highly multidisciplinary field of systems engineering, and discusses its various aspects like systems design, dynamics, analysis, modeling and simulation. Some of the topics covered include computing systems, consciousness systems, electrical systems, energy systems, manufacturing systems, mechanical systems, literary systems, social systems, and quantum and nano systems. Given the scope of the contents, this book will be useful for researchers and professionals from diverse engineering and management background.
This book exemplifies how smart buildings have a crucial role to play for the future of energy. The book investigates what already exists in regards to technologies, approaches and solutions both with a scientific and technological point of view. The authors cover solutions for mirroring and tracing human activities, optimal strategies to configure home settings, and generating explanations and persuasive dashboards to get occupants better committed in their home energy managements. Solutions are adapted from the fields of Internet of Things, physical modeling, optimization, machine learning and applied artificial intelligence. Practical applications are given throughout.
This book comprises the proceedings of the International Conference on Machine Vision and Augmented Intelligence (MAI 2021) held at IIIT, Jabalpur, in February 2021. The conference proceedings encapsulate the best deliberations held during the conference. The diversity of participants in the event from academia, industry, and research reflects in the articles appearing in the volume. The book theme encompasses all industrial and non-industrial applications in which a combination of hardware and software provides operational guidance to devices in the execution of their functions based on the capture and processing of images. This book covers a wide range of topics such as modeling of disease transformation, epidemic forecast, COVID-19, image processing and computer vision, augmented intelligence, soft computing, deep learning, image reconstruction, artificial intelligence in healthcare, brain-computer interface, cybersecurity, and social network analysis, natural language processing, etc.
This two-volume set CCIS 1498 and CCIS 1499 contains the late breaking posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as "Late Breaking Work" (papers and posters). The posters presented in these two volumes are organized in topical sections as follows: HCI Theory and Practice; UX Design and Research in Intelligent Environments; Interaction with Robots, Chatbots, and Agents; Virtual, Augmented, and Mixed Reality; Games and Gamification; HCI in Mobility, Transport and Aviation; Design for All and Assistive Technologies; Physiology, Affect and Cognition; HCI for Health and Wellbeing; HCI in Learning, Teaching, and Education; Culture and Computing; Social Computing; Design Case Studies; User Experience Studies.
This two-volume set CCIS 1498 and CCIS 1499 contains the late breaking posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as "Late Breaking Work" (papers and posters). The posters presented in these two volumes are organized in topical sections as follows: HCI Theory and Practice; UX Design and Research in Intelligent Environments; Interaction with Robots, Chatbots, and Agents; Virtual, Augmented, and Mixed Reality; Games and Gamification; HCI in Mobility, Transport and Aviation; Design for All and Assistive Technologies; Physiology, Affect and Cognition; HCI for Health and Wellbeing; HCI in Learning, Teaching, and Education; Culture and Computing; Social Computing; Design Case Studies; User Experience Studies.
Longitudinal studies have traditionally been seen as too cumbersome and labor-intensive to be of much use in research on Human-Computer Interaction (HCI). However, recent trends in market, legislation, and the research questions we address, have highlighted the importance of studying prolonged use, while technology itself has made longitudinal research more accessible to researchers across different application domains. Aimed as an educational resource for graduate students and researchers in HCI, this book brings together a collection of chapters, addressing theoretical and methodological considerations, and presenting case studies of longitudinal HCI research. Among others, the authors: discuss the theoretical underpinnings of longitudinal HCI research, such as when a longitudinal study is appropriate, what research questions can be addressed and what challenges are entailed in different longitudinal research designs reflect on methodological challenges in longitudinal data collection and analysis, such as how to maintain participant adherence and data reliability when employing the Experience Sampling Method in longitudinal settings, or how to cope with data collection fatigue and data safety in applications of autoethnography and autobiographical design, which may span from months to several years present a number of case studies covering different topics of longitudinal HCI research, from "slow technology", to self-tracking, to mid-air haptic feedback, and crowdsourcing.
Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. This volume provides readers with tools to bridge the gap between research and practice in design thinking with varied real world examples. Several different approaches to design thinking are presented in this volume. Acquired frameworks are leveraged to understand design thinking team dynamics. The contributing authors lead the reader through new approaches and application fields and show that design thinking can tap the potential of digital technologies in a human-centered way. In a final section, new ideas in neurodesign at Stanford University and at Hasso Plattner Institute in Potsdam are elaborated upon thereby challenging the reader to consider newly developed methodologies and provide discussion of how these insights can be applied to various sectors. Special emphasis is placed on understanding the mechanisms underlying design thinking at the individual and team levels. Design thinking can be learned. It has a methodology that can be observed across multiple settings and accordingly, the reader can adopt new frameworks to modify and update existing practice. The research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation - be they experienced design thinkers or newcomers.
This book constitutes the refereed proceedings of 4 international workshops held in conjunction with the 14th Asia-Pacific Web Conference, APWeb 2012, in Kunming, China, in April 2012 (see LNCS 7235). The 29 revised full papers presented were carefully reviewed and selected for presentation at the following 4 workshops: the 1st workshop on sensor networks and data engineering (SenDe 2012), the 1st international workshop on intelligent data processing (IDP 2012), the 1st international workshop on information extraction and knowledge base building (IEKB 2012), and the 3rd international workshop on mobile business collaboration (MBC 2012).
This book establishes play as a mode of humanistic inquiry with a profound effect on art, culture and society. Play is treated as a dynamic and relational modality where relationships of all kinds are forged and inquisitive interdisciplinary engagement is embraced. Play cultivates reflection, connection, and creativity, offering new epistemological directions for the humanities. With examples from a range of disciplines including poetry, history, science, religion and media, this book treats play as an object of inquiry, but also as a mode of inquiry. The chapters, each focusing on a specific cultural phenomenon, do not simply put culture on display, they put culture in play, providing a playful lens through which to see the world. The reader is encouraged to read the chapters in this book out of order, allowing constructive collision between ideas, moments in history, and theoretical perspectives. The act of reading this book, like the project of the humanities itself, should be emergent, generative, and playful. |
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