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Books > Computing & IT > Computer software packages > Multimedia
Learn Unity Programming with UnityScript is your step-by-step guide to learning to make your first Unity games using UnityScript. You will move from point-and-click components to fully customized features. You need no prior programming knowledge or any experience with other design tools such as PhotoShop or Illustrator - you can start from scratch making Unity games with what you'll learn in this book.Through hands-on examples of common game patterns, you'll learn and apply the basics of game logic and design. You will gradually become comfortable with UnityScript syntax, at each point having everything explained to you clearly and concisely. Many beginner programming books refer to documentation that is too technically abstract for a beginner to use - Learn Unity Programming with UnityScript will teach you how to read and utilize those resources to hone your skills, and rapidly increase your knowledge in Unity game development. You'll learn about animation, sound, physics, how to handle user interaction and so much more. Janine Suvak has won awards for her game development and is ready to show you how to start your journey as a game developer. The Unity3D game engine is flexible, cross-platform, and a great place to start your game development adventure, and UnityScript was made for it - so get started game programming with this book today.
A vivid look at China's shifting place in the global political economy of technology production How did China's mass manufacturing and "copycat" production become transformed, in the global tech imagination, from something holding the nation back to one of its key assets? Prototype Nation offers a rich transnational analysis of how the promise of democratized innovation and entrepreneurial life has shaped China's governance and global image. With historical precision and ethnographic detail, Silvia Lindtner reveals how a growing distrust in Western models of progress and development, including Silicon Valley and the tech industry after the financial crisis of 2007-8, shaped the rise of the global maker movement and the vision of China as a "new frontier" of innovation. Lindtner's investigations draw on more than a decade of research in experimental work spaces-makerspaces, coworking spaces, innovation hubs, hackathons, and startup weekends-in China, the United States, Africa, Europe, Taiwan, and Singapore, as well as in key sites of technology investment and industrial production-tech incubators, corporate offices, and factories. She examines how the ideals of the maker movement, to intervene in social and economic structures, served the technopolitical project of prototyping a "new" optimistic, assertive, and global China. In doing so, Lindtner demonstrates that entrepreneurial living influences governance, education, policy, investment, and urban redesign in ways that normalize the persistence of sexism, racism, colonialism, and labor exploitation. Prototype Nation shows that by attending to the bodies and sites that nurture entrepreneurial life, technology can be extricated from the seemingly endless cycle of promise and violence. Cover image: Courtesy of Cao Fei, Vitamin Creative Space and Spru th Magers
Wirtschaftliche Grundlagen von Multimedia-Produktionsvertragen.- Grundlegende Begriffe (Multimedia, Teledienste, Rundfunk, Mediendienste).- Produktionsvertrag.- Vorbestehende Rechte.- Kennzeichenrecht im Besonderen anhand des Beispiels Domain-Name.- Das Wichtigste zu E-Commerce-Angeboten.- Verbraucherschutzvorschriften.- Einbindung von Dritten auf Seite des Produzenten.- Steuerrecht.- Spiele.- 1 to 1 Marketing und Datenschutz.- Haftung fur Multimediaprodukte.- Streitschlichtung.- Kommunen im Netz.- Verhalten bei Abmahnungen. Rechtsfragen der Unternehmensorganisation.- Rechtsfragen bei Einfuhrung eines QM-Systems.- Der Kriterienkatalog fur E-Commerce-Projekte.- Projektmanagement aus rechtlicher Sicht.- Projektdokumentation und Beweismittel aus rechtlicher Sicht.
Unity for Absolute Beginners walks you through the fundamentals of creating a small third-person shooter game with Unity. Using the free version of Unity to begin your game development career, you'll learn how to import, evaluate and manage your game resources to create awesome third-person shooters. This book assumes that you have little or no experience with game development, scripting, or 3D assets, and that you're eager to start creating games as quickly as possible, while learning Unity in a fun and interactive environment. With Unity for Absolute Beginners you'll become familiar with the Unity editor, key concepts and functionality. You'll learn how to import, evaluate and manage resources. You'll explore C# scripting in Unity, and learn how to use the Unity API. Using the provided art assets, you will learn the fundamentals of good game design and iterative refinement as you take your game from a simple prototype to a quirky, but challenging variation of the ever-popular first-person shooter. As can be expected, there will be plenty of destruction, special effects and mayhem along the way. Unity for Absolute Beginners assumes that you have little or no experience with game development, scripting, or 3D assets, but are eager to get up-to-speed as quickly as possible while learning Unity in a fun and interactive environment.
This is the first of a two-volume set (CCIS 434 and CCIS 435) that constitutes the extended abstracts of the posters presented during the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, and consisting of 14 thematic conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The extended abstracts were carefully reviewed and selected for inclusion in this two-volume set. This volume contains posters extended abstracts addressing the following major topics: design methods, techniques and knowledge; the design of everyday things; interacting with information and knowledge; cognitive, perceptual and emotional issues in HCI; multimodal and natural interaction; algorithms and machine learning methods in HCI; virtual and augmented environments."
This is the second of a two-volume set (CCIS 434 and CCIS 435) that constitutes the extended abstracts of the posters presented during the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014, and consisting of 14 thematic conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The extended abstracts were carefully reviewed and selected for inclusion in this two-volume set. This volume contains posters extended abstracts addressing the following major topics: social media and social networks; learning and education; design for all; accessibility and assistive environments; design for aging; games and exergames; health and well-being; ergonomics and safety; HCI in business, tourism and transport; human-human and human-agent communication; user experience case studies."
This book is proceedings of the 7th FTRA International Conference on Future Information Technology (FutureTech 2012). The topics of FutureTech 2012 cover the current hot topics satisfying the world-wide ever-changing needs. The FutureTech 2012 is intended to foster the dissemination of state-of-the-art research in all future IT areas, including their models, services, and novel applications associated with their utilization. The FutureTech 2012 will provide an opportunity for academic and industry professionals to discuss the latest issues and progress in this area. In addition, the conference will publish high quality papers which are closely related to the various theories, modeling, and practical applications in many types of future technology. The main scope of FutureTech 2012 is as follows. Hybrid Information Technology Cloud and Cluster Computing Ubiquitous Networks and Wireless Communications Multimedia Convergence Intelligent and Pervasive Applications Security and Trust Computing IT Management and Service Bioinformatics and Bio-Inspired Computing Database and Data Mining Knowledge System and Intelligent Agent Human-centric Computing and Social Networks The FutureTech is a major forum for scientists, engineers, and practitioners throughout the world to present the latest research, results, ideas, developments and applications in all areas of future technologies.
The 3-volume set LNCS 8510, 8511 and 8512 constitutes the refereed proceedings of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. The 27 revised full papers and 12 revised short papers presented were carefully reviewed and selected from 58 submissions. In addition to the themes of persuasive technology dealt with in the previous editions of the conference, this edition highlighted a special theme, i.e. persuasive, motivating, empowering videogames.
This book is the outcome of a series of discussions at the Philips Symposium on Intelligent Algorithms, held in Eindhoven in December 2004. It offers exciting and practical examples of the use of intelligent algorithms in ambient and biomedical computing. It contains topics such as bioscience computing, database design, machine consciousness, scheduling, video summarization, audio classification, semantic reasoning, machine learning, tracking and localization, secure computing, and communication.
The two-volume set LNCS 8525-8526 constitutes the refereed proceedings of the 6th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI 2014, in Heraklion, Crete, Greece, in June 2014, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences were carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 82 contributions included in the VAMR proceedings were carefully reviewed and selected for inclusion in this two-volume set. The 43 papers included in this volume are organized in the following topical sections: VAMR in education and cultural heritage; games and entertainment; medical, health and rehabilitation applications; industrial, safety and military applications.
The 3-volume set LNCS 8510, 8511 and 8512 constitutes the refereed proceedings of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
This volume contains the lectures given in honor to Georg Farber as tribute to his contributions in the area of real-time and embedded systems. The chapters of many leading scientists cover a wide range of aspects, like robot or automotive vision systems or medical aspects. "
This volume is the first book describing the new concept of "Mixed Reality" which is a kind of virtual reality in a broader sense. Published as the proceedings of the first International Symposium on Mixed Reality and written by an interdisciplinary group of experts from all over the world in both industry and academia, this book provides an in-depth look at the current state of mixed reality technology and the scope of its use in entertainment and interactive arts, as well as in engineering and medical applications. Because of the inherent interdisciplinary applications of the mixed reality technology, this book will be useful for computer scientists in computer graphics, computer vision, human computer interaction, and multimedia technologies, and for people involved in cinema/movie, architecture/civil engineering, medical informatics, and interactive entertainment.
The 3-volume set LNCS 8510, 8511 and 8512 constitutes the refereed proceedings of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
This book constitutes the refereed proceedings of the 12th International Conference on Intelligent Tutoring Systems, ITS 2014, held in Honolulu, HI, USA, in June 2014. The 31 revised full papers, 45 short papers and 27 posters presented were carefully viewed and selected from 177 submissions. The specific theme of the ITS 2014 conference is "Creating fertile soil for learning interactions." Besides that, the highly interdisciplinary ITS conferences bring together researchers in computer science, learning sciences, cognitive and educational psychology, sociology, cognitive science, artificial intelligence, machine learning and linguistics. The papers are organized in topical sections on affect; multimodality and metacognition; collaborative learning; data mining and student behavior; dialogue and discourse; generating hints, scaffolds and questions; game-based learning and simulation; graphical representations and learning; student strategies and problem solving; scaling ITS and assessment.
This volume constitutes the refereed proceedings of the 6th International Conference on Cross-Cultural Design, CCD 2014, held as part of the 16th International Conference on Human-Computer Interaction, HCI International 2014, held in Heraklion, Crete, Greece, jointly with 13 other thematically similar conferences. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from numerous submissions. The papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. They thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 76 papers included in this volume deal with the following topics: cross-cultural product and service design; cross-cultural issues in interaction; social aspects and implications of cross-cultural design; cross-cultural issues in e-commerce, marketing and branding; cross-cultural design for knowledge sharing and learning; cross-cultural design for the smart city and cross-cultural design for creativity.
Focusing on the computer graphics required to create digital media this book discusses the concepts and provides hundreds of solved examples and unsolved problems for practice. Pseudo codes are included where appropriate but these coding examples do not rely on specific languages. The aim is to get readers to understand the ideas and how concepts and algorithms work, through practicing numeric examples. Topics covered include: 2D Graphics 3D Solid Modelling Mapping Techniques Transformations in 2D and 3D Space Illuminations, Lighting and Shading Ideal as an upper level undergraduate text, "Digital Media A Problem-solving Approach for Computer Graphic, "approaches the field at a conceptual level thus no programming experience is required, just a basic knowledge of mathematics and linear algebra."
This book constitutes the refereed conference proceedings of the 13th International Symposium, W2GIS 2014, held in Seoul, South Korea, in May 2014. The 12 revised full papers presented were carefully selected from numerous submissions. The program covers a wide range of topics including Communication and Parallel Processing for Geospatial Data, Geo-Social Net, Crowdsourcing, and Trajectory, Geo-Sensor Network, Applications of W2GIS, Indoor GIS.
This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.
This book constitutes the refereed proceedings of the 4th International Conference on Serious Games for Training, Education, Health and Sports, Game Days 2014, held in Darmstadt, Germany, in April 2014. The 13 full papers presented together with 3 short papers, 2 keynotes, and 3 workshop papers were carefully reviewed and selected for inclusion in this book. The topics of the papers are settled in the fields of (game-based) training, teaching and learning, authoring tools, mobile gaming, health and rehabilitation, and citizen science. The papers address a broad scope of issues, including mechanisms and effects of (Serious) Games, adaptation and personalisation, local, mobile, and internet learning and education applications, game, reuse and evaluation, game settings, types of learners, problem solving etc.
This book constitutes the proceedings of the 36th European Conference on IR Research, ECIR 2014, held in Amsterdam, The Netherlands, in April 2014. The 33 full papers, 50 poster papers and 15 demonstrations presented in this volume were carefully reviewed and selected from 288 submissions. The papers are organized in the following topical sections: evaluation, recommendation, optimization, semantics, aggregation, queries, mining social media, digital libraries, efficiency, and information retrieval theory. Also included are 3 tutorial and 4 workshop presentations.
This book contains papers invited after the First International Workshop on Mobile Social Signal Processing, MSSP 2010, held in Lisbon, Portugal, in September 2010. The 9 revised papers included in this volume represent the diversity of two fields of research, Mobile HCI and Social Signal Processing and areas of overlap. They cover a wide range of topics spanning from approaches for effective interaction with mobile and wearable devices to modelling, analysis and synthesis of nonverbal behaviour in human-human and human-machine interactions.
As governments, citizens and organizations have moved online there is an increasing need for academic enquiry to adapt to this new context for communication and political action. This adaptation is crucially dependent on researchers being equipped with the necessary methodological tools to extract, analyze and visualize patterns of web activity. This volume profiles the latest techniques being employed by social scientists to collect and interpret data from some of the most popular social media applications, the political parties' own online activist spaces, and the wider system of hyperlinks that structure the inter-connections between these sites. Including contributions from a range of academic disciplines including Political Science, Media and Communication Studies, Economics, and Computer Science, this study showcases a new methodological approach that has been expressly designed to capture and analyze web data in the process of investigating substantive questions.
This brief presents a peer-to-peer (P2P) web-hosting infrastructure (named pWeb) that can transform networked, home-entertainment devices into lightweight collaborating Web servers for persistently storing and serving multimedia and web content. The issues addressed include ensuring content availability, Plexus routing and indexing, naming schemes, web ID, collaborative web search, network architecture and content indexing. In pWeb, user-generated voluminous multimedia content is proactively uploaded to a nearby network location (preferably within the same LAN or at least, within the same ISP) and a structured P2P mechanism ensures Internet accessibility by tracking the original content and its replicas. This new paradigm of information management strives to provide low or no-cost cloud storage and entices the end users to upload voluminous multimedia content to the cloud data centers. However, it leads to difficulties in privacy, network architecture and content availability. Concise and practical, this brief examines the benefits and pitfalls of the pWeb web-hosting infrastructure. It is designed for professionals and practitioners working on P2P and web management and is also a useful resource for advanced-level students studying networks or multimedia. |
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