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Books > Computing & IT > Applications of computing > Image processing

Binaural and Spatial Hearing in Real and Virtual Environments (Hardcover): Robert Gilkey, Timothy R. Anderson Binaural and Spatial Hearing in Real and Virtual Environments (Hardcover)
Robert Gilkey, Timothy R. Anderson
R5,280 Discovery Miles 52 800 Ships in 12 - 17 working days

The current popular and scientific interest in virtual environments has provided a new impetus for investigating binaural and spatial hearing. However, the many intriguing phenomena of spatial hearing have long made it an exciting area of scientific inquiry. Psychophysical and physiological investigations of spatial hearing seem to be converging on common explanations of underlying mechanisms. These understandings have in turn been incorporated into sophisticated yet mathematically tractable models of binaural interaction. Thus, binaural and spatial hearing is one of the few areas in which professionals are soon likely to find adequate physiological explanations of complex psychological phenomena that can be reasonably and usefully approximated by mathematical and physical models. This volume grew out of the Conference on Binaural and Spatial Hearing, a four-day event held at Wright-Patterson Air Force Base in response to rapid developments in binaural and spatial hearing research and technology. Meant to be more than just a proceedings, it presents chapters that are longer than typical proceedings papers and contain considerably more review material, including extensive bibliographies in many cases. Arranged into topical sections, the chapters represent major thrusts in the recent literature. The authors of the first chapter in each section have been encouraged to take a broad perspective and review the current state of literature. Subsequent chapters in each section tend to be somewhat more narrowly focused, and often emphasize the authors' own work. Thus, each section provides overview, background, and current research on a particular topic. This book is significant in that it reviews the important work during the past 10 to 15 years, and provides greater breadth and depth than most of the previous works.

Level Design - Processes and Experiences (Paperback): Christopher W. Totten Level Design - Processes and Experiences (Paperback)
Christopher W. Totten
R1,557 Discovery Miles 15 570 Ships in 9 - 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

Working with Sound - The Future of Audio Work in Interactive Entertainment (Hardcover): Rob Bridgett Working with Sound - The Future of Audio Work in Interactive Entertainment (Hardcover)
Rob Bridgett
R4,130 Discovery Miles 41 300 Ships in 12 - 17 working days

Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.

Case-Based Reasoning in Design (Hardcover): Mary Lou Maher, M. Bala Balachandran, Dong Mei Zhang Case-Based Reasoning in Design (Hardcover)
Mary Lou Maher, M. Bala Balachandran, Dong Mei Zhang
R3,999 Discovery Miles 39 990 Ships in 12 - 17 working days

Case-based reasoning in design is becoming an important approach to computer-support for design as well as an important component in understanding the design process. Design has become a major focus for problem solving paradigms due to its complexity and open-ended nature. This book presents a clear description of how case-based reasoning can be applied to design problems, including the representation of design cases, indexing and retrieving design cases, and the range of paradigms for adapting design cases. With a focus on design, this book differs from others that provide a generalist view of case-based reasoning.
This volume provides two important contributions to the area:
* a general description of the issues and alternatives in applying case-based reasoning to design, and
* a description of specific implementations of case-based design.
Through this combination, the reader will learn about both the general issues and the practical problems in supporting design through case-based reasoning. This book was prepared to fill a gap in the literature on the unique problems that design introduces to computational paradigms developed in computer science. It also addresses the needs of computational support for design problem solving from both theoretical and practical perspectives.

The Game Music Toolbox - Composition Techniques and Production Tools from 20 Iconic Game Soundtracks (Hardcover): Marios... The Game Music Toolbox - Composition Techniques and Production Tools from 20 Iconic Game Soundtracks (Hardcover)
Marios Aristopoulos
R3,829 Discovery Miles 38 290 Ships in 12 - 17 working days

The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.

The Game Writing Guide - Get Your Dream Job and Keep It (Hardcover): Anna Megill The Game Writing Guide - Get Your Dream Job and Keep It (Hardcover)
Anna Megill
R3,683 Discovery Miles 36 830 Ships in 12 - 17 working days

This comprehensive guide walks readers through the entire process of getting and keeping a writing job in the games industry. It outlines exactly what a beginner needs to know about education requirements, finding opportunities, applying for roles, and acing studio interviews. Professional writers will learn how to navigate studio hierarchies, transfer roles and companies, work overseas, and keep developing their careers. Written by an experienced games writer with nearly two decades of industry knowledge, the book contains a wealth of interviews and perspectives with industry leaders, hiring managers, and developers from marginalized communities, all offering their tips and insights. Included are examples of materials such as job posts, writing samples, and portfolios, as well as chapter end challenges for readers to directly apply the skills they have learnt. This book will be of great interest to all beginner and aspiring games writers and narrative designers, as well as more experienced writers looking to hone their skills.

Adaptive IIR Filtering in Signal Processing and Control (Hardcover): Phillip Regalia Adaptive IIR Filtering in Signal Processing and Control (Hardcover)
Phillip Regalia
R3,765 Discovery Miles 37 650 Ships in 12 - 17 working days

Integrates rational approximation with adaptive filtering, providing viable, numerically reliable procedures for creating adaptive infinite impulse response (IIR) filters. The choice of filter structure to adapt, algorithm design and the approximation properties for each type of algorithm are also addressed. This work recasts the theory of adaptive IIR filters by concentrating on recursive lattice filters, freeing systems from the need for direct-form filters.;A solutions manual is available for instructors only. College or university bookstores may order five or more copies at a special student price which is available upon request.

The Foley Grail - The Art of Performing Sound for Film, Games, and Animation (Paperback, 3rd edition): Vanessa Theme Ament The Foley Grail - The Art of Performing Sound for Film, Games, and Animation (Paperback, 3rd edition)
Vanessa Theme Ament
R1,216 Discovery Miles 12 160 Ships in 9 - 15 working days

This book teaches you how to master classic and cutting edge Foley techniques in order to create rich and convincing sound for any medium, be it film, television, radio, podcasts, animation, or games. Award-winning Foley artist Vanessa Theme Ament demonstrates how Foley is designed, crafted, and edited for any project, down to the nuts and bolts of spotting, cueing, and performing sounds. Various renowned sound artists provide a treasure trove of indispensable shortcuts, hot tips, and other valuable tricks of the trade. This updated third edition features the following: New chapters dedicated to Foley in games, television, broadcasting, and animation, as well as what is new in sound for media education A multitude of sound "recipes" that include proven Foley methods you can immediately use on your own projects A diverse range of case studies from well-known films, shows, games, and animation Interviews with current sound artists from around the world By exploring the entire audio post-production process, this book provides you with an excellent understanding of where Foley fits in the business of filmmaking and is a perfect guide for both newcomers and experienced sound designers wanting to learn more about this art. Accompanying the book are online resources featuring video demonstrations of Foley artists at work, video tutorials of specific Foley techniques, lectures from the author and more.

Computational Intelligence Aided Systems for Healthcare Domain (Hardcover): Akshansh Gupta, Hanuman Verma, Mukesh Prasad, Jyoti... Computational Intelligence Aided Systems for Healthcare Domain (Hardcover)
Akshansh Gupta, Hanuman Verma, Mukesh Prasad, Jyoti Singh Kirar, C.-T Lin
R4,447 Discovery Miles 44 470 Ships in 12 - 17 working days

The text covers recent advances in artificial intelligence, smart computing, and their applications in augmenting medical and health care systems. It will serve as an ideal reference text for graduate students and academic researchers in diverse engineering fields including electrical, electronics and communication, computer, and biomedical. The book- Presents architecture, characteristics, and applications of artificial intelligence and smart computing in health care systems Highlight privacy issues faced in health care and health informatics using artificial intelligence and smart computing technologies. Discusses nature-inspired computing algorithms for the brain-computer interface. Covers graph neural network application in the medical domain. Provides insights into the state-of-the-art Artificial Intelligence and Smart Computing enabling and emerging technologies. This book text discusses recent advances and applications of artificial intelligence and smart technologies in the field of healthcare. It highlights privacy issues faced in health care and health informatics using artificial intelligence and smart computing technologies. It covers nature-inspired computing algorithms such as genetic algorithms, particle swarm optimization algorithms, and common scrambling algorithms to study brain-computer interfaces. It will serve as an ideal reference text for graduate students and academic researchers in the fields of electrical engineering, electronics and communication engineering, computer engineering, and biomedical engineering.

Digital Image Processing (Hardcover): A Baskar, Muthaiah Rajappa, Shriram K. Vasudevan, TS Murugesh Digital Image Processing (Hardcover)
A Baskar, Muthaiah Rajappa, Shriram K. Vasudevan, TS Murugesh
R4,275 Discovery Miles 42 750 Ships in 12 - 17 working days

The book augurs to be a mix of theoretical and practical perceptions of the related concepts pertaining to image processing. The primary objectives orient to offer an overview to the elementary concepts and practices appropriate to DIP as well as to provide theoretical exposition. It starts with an expanded coverage of the fundamentals to provide a more comprehensive and cohesive coverage of the topics including but not limited to: Applications and tools for image processing, fundamentals with several implementation examples Concepts of image formation, OpenCV installation with step-by-step screen shots Concepts behind intensity, brightness and contrast, color models Ways by which noises are created in an image and the possible remedial measures Edge detection, Image segmentation, classification, regression, Classification algorithms Importance of frequency domain in image processing field Relevant code snippets and the MATLAB codes, several interesting set of simple programs in OpenCV and Python to aid learning and for complete understanding The video lectures for specific topics through YouTube by the authors enable easy inference for the readers to apply the learnt theory into practice. The addition of contents at the end of each chapter such as quiz, review questions etc., fully prepares the readers for further study. Graduate Students, Post Graduate students, Researchers, and anyone in general interested in Image Processing, Computer Vision, Machine Learning domains etc. can find this book an excellent starting point for information and as an able ally.

Environment Art in the Game Industry - A Guide to Rich and Realistic Environments Using Substance Designer (Paperback): Henry... Environment Art in the Game Industry - A Guide to Rich and Realistic Environments Using Substance Designer (Paperback)
Henry Kelly
R1,407 Discovery Miles 14 070 Ships in 9 - 15 working days

Provides a new perspective on Environment Art by covering the latest and most creative industry techniques in Substance Designer Follows a step-by-step process for using Substance Designer to help readers create realistic, state-of-the-art environments Explains the fundamentals of being a talented games environment artist, outlining the key considerations that most environment artists tend to forget

Create Stunning Renders Using V-Ray in 3ds Max - Guiding the Next Generation of 3D Renderers (Paperback): Margarita Nikita Create Stunning Renders Using V-Ray in 3ds Max - Guiding the Next Generation of 3D Renderers (Paperback)
Margarita Nikita
R1,530 Discovery Miles 15 300 Ships in 9 - 15 working days

Create Stunning Renders using V-Ray in 3ds Max: Guiding the Next Generation of 3D Renderers is a step-by-step guide on how to create realistic renderings using V-Ray in 3ds Max. The potentials of V-Ray are detailed using a bedroom scene as an example. The book introduces the 3ds Max interface and the basic commands, allowing readers to familiarize themselves with the work environment from the very beginning. This book is intended for architects, interior designers, and anyone else wanting to create photorealistic renderings using V-Ray in 3ds Max. The reader does not need experience to follow this book, but any prior knowledge of working in 3ds Max will help the reader jump right in. Margarita Nikita is the co-founder of High Q Renders LLC, an award-winning creative company based in San Francisco, CA, with offices in Greece. Nikita has published several design books on 2D and 3D graphic design, some of which are used in university courses, actively contributing to the formation of the new generation of 3D modelers in her native country, Greece. She shares her knowledge, advice, and tips and tricks on her YouTube channel, Margarita Nikita. More of her work is available at her Instagram account, @margarita.nikita.

Twitch For Dummies, 2nd Edition (Paperback): T. Morris Twitch For Dummies, 2nd Edition (Paperback)
T. Morris
R694 R498 Discovery Miles 4 980 Save R196 (28%) Ships in 9 - 15 working days

Find your own streaming success with Dummies Twitch For Dummies will get you up to date with Twitch, the breakthrough streaming platform where you can set up a channel, increase your viewership, and find your people. Step-by-step guides and helpful, real-life examples get you ready to go live and, who knows, maybe even earn a little money while having fun online. Check out this new edition for all the details on the new Creator Dashboard interface, streaming in the metaverse, and details you need to know to get the world watching. This handy reference even covers the latest Twitch integrations for streaming from your mobile devices. Community-based entertainment has never been hotter, and Dummies shows you how to get on board. Discover why the streaming platform Twitch is taking the world by storm Set up your first channel, stream gameplay, create highlight reels, and find viewers Understand the ad revenue structure so you can earn cash from your stream Get current on going live from the latest console models to Virtual Reality This is the perfect Dummies guide for new and established Twitch streamers who want to improve their audience and skills.

Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Hardcover): Catherine Knight Steele, Jessica H.... Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Hardcover)
Catherine Knight Steele, Jessica H. Lu, Kevin C. Winstead
R4,117 Discovery Miles 41 170 Ships in 12 - 17 working days

- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.

Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Paperback): Catherine Knight Steele, Jessica H.... Doing Black Digital Humanities with Radical Intentionality - A Practical Guide (Paperback)
Catherine Knight Steele, Jessica H. Lu, Kevin C. Winstead
R1,156 Discovery Miles 11 560 Ships in 12 - 17 working days

- Written by a team of scholars who developed the first major Black Digital Humanities program at a research institution (the African American Digital Humanities Initiative at the University of Maryland). - Written for an audience of practitioners, researchers, and graduate students to help prepare them to take on their own research and projects. - Each chapter features guiding questions, bullet lists of practical advice, and resources readers can use to implement best practices in their own work.

Inspiring Walt Disney - The Animation of French Decorative Arts at the Wallace Collection (Paperback): Helen Jacobsen Inspiring Walt Disney - The Animation of French Decorative Arts at the Wallace Collection (Paperback)
Helen Jacobsen
R420 Discovery Miles 4 200 Ships in 12 - 17 working days

Accompanying an exhibition at the Wallace Collection, Inspiring Walt Disney explores the influences of the art and architecture of France on Walt Disney and his studio artists, highlighting in particular the Disney classics of hand-drawn animation, Cinderella (1950) and Beauty and the Beast (1991). Pairing preparatory material from these films - including concept art for talking furniture and fairy-tale castles - with masterpieces from the eighteenth century reveals hidden sources of inspiration and allows us to appreciate the extraordinary talents behind Disney animated films and French decorative arts. Just as the dynamic, twisting movements of the Rococo sought to breathe life into what was essentially inanimate - silver, porcelain, furniture - so too did Disney animators seek to create the illusion of movement, action and emotion. Illustrated with innovative works by artists such as Mary Blair, Hans Bacher and Peter J. Hall, and the animated and anthropomorphic furniture, Sevres porcelain and gilt bronze of rococo designers, the catalogue explores the shared creative roots of these two seemingly disparate artistic realms and looks to revitalise the feelings of excitement, awe and marvel, which both eighteenth-century craftsmen and Disney animators sought to spark in their audiences.

Game Design Deep Dive: Horror - Horror (Paperback): Joshua Bycer Game Design Deep Dive: Horror - Horror (Paperback)
Joshua Bycer
R1,342 Discovery Miles 13 420 Ships in 9 - 15 working days

o Continuing the a series of books that focus entirely on a singular game design system or mechanic o A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint o The series has potential to keep growing looking at a multitude of topics

A Selection of Image Understanding Techniques - From Fundamentals to Research Front (Hardcover): Yu-jin Zhang A Selection of Image Understanding Techniques - From Fundamentals to Research Front (Hardcover)
Yu-jin Zhang
R3,713 Discovery Miles 37 130 Ships in 12 - 17 working days

This book offers a comprehensive introduction to seven commonly used image understanding techniques in modern information technology. Readers of various levels can find suitable techniques to solve their practical problems and discover the latest development in these specific domains. The techniques covered include camera model and calibration, stereo vision, generalized matching, scene analysis and semantic interpretation, multi-sensor image information fusion, content-based visual information retrieval, and understanding spatial-temporal behavior. The book provides aspects from the essential concepts overview and basic principles to detailed introduction, explanation of the current methods and their practical techniques. It also presents discussions on the research trends and latest results in conjunction with new development of technical methods. This is an excellent read for those who do not have a subject background in image technology but need to use these techniques to complete specific tasks. These essential information will also be useful for their further study in the relevant fields.

The Animator's Survival Kit: Flexibility and Weight - (Richard Williams' Animation Shorts) (Paperback, Main): Richard... The Animator's Survival Kit: Flexibility and Weight - (Richard Williams' Animation Shorts) (Paperback, Main)
Richard E. Williams
R273 R250 Discovery Miles 2 500 Save R23 (8%) Ships in 12 - 17 working days

FLEXIBILITY AND WEIGHT From Richard Williams' The Animator's Survival Kit comes key chapters in mini form. The Animator's Survival Kit is the essential tool for animators. However, sometimes you don't want to carry the hefty expanded edition around with you to your college or studio if you're working on just one aspect of it that day. The Animation Minis take some of the most essential chapters and make them available in smaller, lightweight, hand-bag/backpack size versions. Easy to carry. Easy to study. This Mini focuses on Flexibility and Weight. How do we loosen things up and get snap and vitality into our performance at the same time as keeping the figure stable and solid? The answer: successive breaking of joints to give flexibility. In this mini, Williams stresses the importance of knowing where the weight is on every drawing. He demonstrates that the best way to show weight is to be aware of it, conscious of it, and think about it all the time - knowing where the weight is coming from, where it's traveling over and where it's transferring to.

The Art of Game Design - A Book of Lenses, Third Edition (Hardcover, 3rd edition): Jesse Schell The Art of Game Design - A Book of Lenses, Third Edition (Hardcover, 3rd edition)
Jesse Schell
R3,981 Discovery Miles 39 810 Ships in 9 - 15 working days

The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

VR Developer Gems (Paperback): William R. Sherman VR Developer Gems (Paperback)
William R. Sherman
R1,448 Discovery Miles 14 480 Ships in 12 - 17 working days

This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.

Advances in Computer Vision - Volume 2 (Hardcover): C Brown, Christopher Brown Advances in Computer Vision - Volume 2 (Hardcover)
C Brown, Christopher Brown
R3,991 Discovery Miles 39 910 Ships in 12 - 17 working days

First Published in 1988. Routledge is an imprint of Taylor & Francis, an informa company.

Advances in Computer Vision - Volume 1 (Hardcover): C Brown, Christopher Brown Advances in Computer Vision - Volume 1 (Hardcover)
C Brown, Christopher Brown
R3,998 Discovery Miles 39 980 Ships in 12 - 17 working days

First published in 1988. Routledge is an imprint of Taylor & Francis, an informa company.

Interactive Documentary - Theory and Debate (Paperback): Kate Nash Interactive Documentary - Theory and Debate (Paperback)
Kate Nash
R1,166 Discovery Miles 11 660 Ships in 9 - 15 working days

Tracing continuities in digital and documentary practices, this book is a study of interactive documentary from the perspective of documentary culture. Exploring the dizzying array of new documentary forms that have emerged in the past ten years, the book is grounded in the analysis of multiple recent examples of digital documentary work, drawing out the key issues that the work raises. These issues provide a starting point for theoretical reflection, with each chapter developing concepts and frameworks to facilitate thinking with and through interactive documentary. The book explores questions of polyvocality, participation, and political voice, as well as the sociality and performativity of digital documentary practice. By thinking deeply and critically about interactive documentary practice, the book charts the many and various ways in which interactive documentaries claim the real - contingently, partially, or, in some cases, collectively. Each chapter draws on a range of examples - from digital games to data visualisations, database documentaries to virtual reality - demonstrating how we might engage with these 'unstable' digital texts. The book will be particularly valuable for students and researchers keen to make connections between documentary and digital media scholarship.

Game Usability - Advice from the Experts for Advancing UX Strategy and Practice in Videogames (Paperback, 2nd edition):... Game Usability - Advice from the Experts for Advancing UX Strategy and Practice in Videogames (Paperback, 2nd edition)
Katherine Isbister, Celia Hodent
R1,454 Discovery Miles 14 540 Ships in 9 - 15 working days

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.

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