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Company towns first appeared in Europe and North America with the
industrial revolution and followed the expansion of capital to
frontier societies, colonies, and new nations. Their common feature
was the degree of company control and supervision, reaching beyond
the workplace into workers' private and social lives. Major sites
of urban experimentation, paternalism, and welfare practices,
company towns were also contested terrain of negotiations and
confrontations between capital and labor. Looking at historical and
contemporary examples from Europe, the Americas, Africa, and Asia,
this book explores company towns' global reach and adaptability to
diverse geographical, political, and cultural contexts.
This book explores the increasing concern over the extent to which
those suffering from forced cross-border displacement as a result
of environmental change are protected under international human
rights law. Formally they are not entitled to admission or stay in
a third state country, a situation that has been identified as an
international "legal protection gap". The book seeks to provide
answers to two basic questions: whether and to what extent existing
international law protects cross-border environmental displacement,
and whether and how existing formalized regional complementary
protection standards can interpretively solidify and conceptualize
protection for cross-border environmental displacement. The
discussion outlines that the protection of the human person is not
only an ex post facto obligation of states, but must be
increasingly seen as an ex ante one. The analysis further suggests
that the European Union regionally orientated protection regime can
help states to consolidate an evolving protection paradigm of
proactive and reactive measures being erected at the international
level. It can also narrow the identified legal protection gaps. In
so doing, it helps states to reconceptualise protection as a
holistic and dynamic enterprise. This book will be of great
interest to academics in law, political science and human rights,
policy makers and civil society organisations both at national and
international level.
This book explores the increasing concern over the extent to which
those suffering from forced cross-border displacement as a result
of environmental change are protected under international human
rights law. Formally they are not entitled to admission or stay in
a third state country, a situation that has been identified as an
international "legal protection gap". The book seeks to provide
answers to two basic questions: whether and to what extent existing
international law protects cross-border environmental displacement,
and whether and how existing formalized regional complementary
protection standards can interpretively solidify and conceptualize
protection for cross-border environmental displacement. The
discussion outlines that the protection of the human person is not
only an ex post facto obligation of states, but must be
increasingly seen as an ex ante one. The analysis further suggests
that the European Union regionally orientated protection regime can
help states to consolidate an evolving protection paradigm of
proactive and reactive measures being erected at the international
level. It can also narrow the identified legal protection gaps. In
so doing, it helps states to reconceptualise protection as a
holistic and dynamic enterprise. This book will be of great
interest to academics in law, political science and human rights,
policy makers and civil society organisations both at national and
international level.
Advances in 3D visualization and physics-based simulation
technology make it possible for game developers to create
compelling, visually immersive gaming environments that were only
dreamed of years ago. But today's game players have grown in
sophistication along with the games they play. It's no longer
enough to wow your players with dazzling graphics; the next step in
creating even more immersive games is improved artificial
intelligence, or AI. Fortunately, advanced AI game techniques are
within the grasp of every game developer--not just those who
dedicate their careers to AI. If you're new to game programming or
if you're an experienced game programmer who needs to get up to
speed quickly on AI techniques, you'll find AI for Game Developers
to be the perfect starting point for understanding and applying AI
techniques to your games. Written for the novice AI programmer, AI
for Game Developers introduces you to techniques such as finite
state machines, fuzzy logic, neural networks, and many others, in
straightforward, easy-to-understand language, supported with code
samples throughout the entire book (written in C/C++). From basic
techniques such as chasing and evading, pattern movement, and
flocking to genetic algorithms, the book presents a mix of
deterministic (traditional) and non-deterministic (newer) AI
techniques aimed squarely at beginners AI developers. Other topics
covered in the book include: * Potential function based movements:
a technique that handles chasing, evading swarming, and collision
avoidance simultaneously * Basic pathfinding and waypoints,
including an entire chapter devoted to the A* pathfinding algorithm
* AI scripting * Rule-based AI: learn about variants other than
fuzzy logic and finite state machines * Basic probability *
Bayesian techniques Unlike other books on the subject, AI for Game
Developers doesn't attempt to cover every aspect of game AI, but to
provide you with usable, advanced techniques you can apply to your
games right now. If you've wanted to use AI to extend the play-life
of your games, make them more challenging, and most importantly,
make them more fun, then this book is for you.
Company towns first appeared in Europe and North America with the
industrial revolution and followed the expansion of capital to
frontier societies, colonies, and new nations. Their common feature
was the degree of company control and supervision, reaching beyond
the workplace into workers' private and social lives. Major sites
of urban experimentation, paternalism, and welfare practices,
company towns were also contested terrain of negotiations and
confrontations between capital and labor. Looking at historical and
contemporary examples from Europe, the Americas, Africa, and Asia,
this book explores company towns' global reach and adaptability to
diverse geographical, political, and cultural contexts.
If you want to enrich your game's experience with physics-based
realism, the expanded edition of this classic book details physics
principles applicable to game development. You'll learn about
collisions, explosions, sound, projectiles, and other effects used
in games on Wii, PlayStation, Xbox, smartphones, and tablets.
You'll also get a handle on how to take advantage of various
sensors such as accelerometers and optical tracking devices.
Authors David Bourg and Bryan Bywalec show you how to develop your
own solutions to a variety of problems by providing technical
background, formulas, and a few code examples. This updated book is
indispensable whether you work alone or as part of a team. Refresh
your knowledge of classical mechanics, including kinematics, force,
kinetics, and collision response Explore rigid body dynamics, using
real-time 2D and 3D simulations to handle rotation and inertia
Apply concepts to real-world problems: model the behavior of boats,
airplanes, cars, and sports balls Enhance your games with digital
physics, using accelerometers, touch screens, GPS, optical tracking
devices, and 3D displays Capture 3D sound effects with the OpenAL
audio API
Intended for those in the science and engineering community who
want to improve upon their Excel skills, this book shows how to
leverage Excel to perform both routine and complex calculations,
and then visualize the results for presentation.
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