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The Unity Game Engine and the Circuits of Cultural Software

by Benjamin Nicoll Brendan Keogh

Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.

Unity Game Optimization: Enhance and extend the performance of all aspects of your Unity games, 3rd Edition

by Chris Dickinson Dr. Davide Aversa

Get up to speed with a series of performance-enhancing coding techniques and methods that will help you improve the performance of your Unity applications Key Features Optimize graphically intensive games using the latest features of Unity such as Electronic Clearance Service (ECS) and the Burst compiler Explore techniques for solving performance issues with your VR projects Learn best practices for project organization to save time through an improved workflow Book Description Unity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development, from game characters and scripts, right through to animations. You'll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. You'll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity, gaining insights into detecting performance issues and performing root cause analysis. As you progress, you'll discover best practices for your Unity C# script code and get to grips with usage patterns. Later, you'll be able to optimize audio resources and texture files, along with effectively storing and using resource files. You'll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this, you'll learn how to optimize the memory and processing unit of Unity. Finally, you'll cover tips and tricks used by Unity professionals to improve the project workflow. By the end of this book, you'll have developed the skills you need to build interactive games using Unity and its components. What you will learn Apply the Unity Profiler to find bottlenecks in your app, and discover how to resolve them Discover performance problems that are critical for VR projects and learn how to tackle them Enhance shaders in an accessible way, optimizing them with subtle yet effective performance tweaks Use the physics engine to keep scenes as dynamic as possible Organize, filter, and compress art assets to maximize performance while maintaining high quality Use the Mono framework and C# to implement low-level enhancements that maximize memory usage and prevent garbage collection Who this book is for The book is intended for intermediate Unity game developers who wants to maximize the performance of their game. The book assumes familiarity with C# programming.

Universal Access in Human-Computer Interaction. Multimodality and Assistive Environments: 13th International Conference, UAHCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part II (Lecture Notes in Computer Science #11573)

by Margherita Antona Constantine Stephanidis

This two-volume set constitutes the proceedings of the 13th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019.The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions.UAHCI 2019 includes a total of 95 regular papers; they were organized in topical sections named: universal access theory, methods and tools; novel approaches to accessibility; universal access to learning and education; virtual and augmented reality in universal access; cognitive and learning disabilities; multimodal interaction; and assistive environments.

Universal Access in Human-Computer Interaction. Theory, Methods and Tools: 13th International Conference, UAHCI 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Orlando, FL, USA, July 26–31, 2019, Proceedings, Part I (Lecture Notes in Computer Science #11572)

by Margherita Antona Constantine Stephanidis

This two-volume set constitutes the proceedings of the 13th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2019, held as part of the 21st International Conference, HCI International 2019, which took place in Orlando, FL, USA, in July 2019. The total of 1274 papers and 209 posters included in the 35 HCII 2019 proceedings volumes was carefully reviewed and selected from 5029 submissions. UAHCI 2019 includes a total of 95 regular papers; they were organized in topical sections named: universal access theory, methods and tools; novel approaches to accessibility; universal access to learning and education; virtual and augmented reality in universal access; cognitive and learning disabilities; multimodal interaction; and assistive environments.

Universities in the Networked Society: Cultural Diversity and Digital Competences in Learning Communities (Critical Studies of Education #10)

by Piet Kommers Eugenia Smyrnova-Trybulska Nataliia Morze Josef Malach

This book presents research on the effects and effectiveness of ICT applications in lifelong learning in relation to digital competences of educators. It sketches recent and future evolutions in higher education, explores whether universities have adjusted policies and business models in line with the rapid development of ICT technologies, and analyses whether the adjustments made are merely cosmetic or truly future-proof. The book specifically deals with such topics as digital competencies of teaching staff, the development and implementation of MOOCs and other E-learning tools, virtual classrooms, online tutoring, and collaborative learning. It presents case studies of innovative master’s programmes, projects and methods, and processes of standardization and validation used in various countries as illustrations. The book explains the rapid transition of the knowledge society to the "society of global competence" and shows the necessity of an active implementation of innovative forms and effective methods of education, and above all, distance learning at all levels of education.

Unjust: Social Justice and the Unmaking of America

by Noah Rothman

"An elegant and thoughtful dismantling of perhaps the most dangerous ideology at work today." — BEN SHAPIRO, bestselling author and host of "The Ben Shapiro Show" "Reading Noah Rothman is like a workout for your brain." — DANA PERINO, bestselling author and former press secretary to President George W. Bush There are just two problems with “social justice”: it’s not social and it’s not just. Rather, it is a toxic ideology that encourages division, anger, and vengeance. In this penetrating work, Commentary editor and MSNBC contributor Noah Rothman uncovers the real motives behind the social justice movement and explains why, despite its occasionally ludicrous public face, it is a threat to be taken seriously. American political parties were once defined by their ideals. That idealism, however, is now imperiled by an obsession with the demographic categories of race, sex, ethnicity, and sexual orientation, which supposedly constitute a person’s “identity.” As interest groups defined by identity alone command the comprehensive allegiance of their members, ordinary politics gives way to “Identitarian” warfare, each group looking for payback and convinced that if it is to rise, another group must fall. In a society governed by “social justice,” the most coveted status is victimhood, which people will go to absurd lengths to attain. But the real victims in such a regime are blind justice—the standard of impartiality that we once took for granted—and free speech. These hallmarks of American liberty, already gravely compromised in universities, corporations, and the media, are under attack in our legal and political systems.

Unleugbare Daten und digitale Währungen: Blockchain und Bitcoin im Vergleich zum S-Netzwerk mit dem Einweg-Bezugsmittel Jad

by Johannes Viehmann

Alte und neue Kryptowährungen: In diesem Buch erfahren Sie alles über alternative WirtschaftssystemeIm Zeitalter der Digitalisierung scheint alles möglich: Produktionen werden automatisiert, die Welt ist miteinander vernetzt und Transaktionen erfolgen nicht mehr nur durch materielles Geld, sondern durch digitale Kryptowährungen. In diesem Buch von Johannes Viehmann werden Ihnen daher unter anderem folgende Begriffe begegnen:BlockchainBitcoin PrimecoinEthereumetc.Sie erhalten einen ersten Eindruck von den aktuell häufig genutzten Kryptowährungen und ihrer Entwicklung in den letzten Jahren. Dank der anschaulichen Darstellung des Inhaltes eignet sich dieses Buch für alle, die ihr Wissen zu digitalen Währungen erweitern und kreativ über die bereits realisierten Kryptowährungen hinausdenken möchten.Das Buch zeigt, wie eine hypothetische ideale Kryptowährung aussehen müssteWie bei allen Geldmitteln kann es auch bei digitalen Währungen zu einer Finanzkrise kommen. Probleme liegen in der Stabilität der Kaufkraft der Kryptowährung und bei der Skalierbarkeit ihrer Transaktionssysteme. Der Autor geht in seinem Buch daher der Frage auf den Grund, wie derlei negative Eigenschaften verhindert werden können und wo die Schwierigkeiten liegen, einer idealen Kryptowährung nahe zu kommen.Das Buch bietet Ihnen eine Alternative, die der Autor selbst auf Basis der Blockchain entwickelt hat: Jad. Dieses Einweg-Nutzmittel könnte auf einem S-Netzwerk zu einer Sammlung von unleugbaren Daten führen. In sieben Kapiteln werden Sie (auch als Anfänger) problemlos in die Welt der Kryptowährungen eingeführt. Das Buch hilft Ihnen zudem dabei, den Zusammenhang zwischen Bitcoin und unleugbaren Daten zu erkennen. Sie lernen mehr über Vertrauenskonzepte, Transaktionen, Technologien und neue digitale Währungen.

An Unofficial Encyclopedia of Strategy for Fortniters: ATK Driving Techniques, Challenges, and Stunts

by Jason R. Rich

Make the most of your All Terrain Kart in Fortnite Battle Royale! An Unofficial Encyclopedia of Strategy for Fortniters: ATK Driving Techniques, Challenges, and Stunts is a comprehensive driving manual, teaching you how to find and effectively drive or ride an ATK during a match. <P><P>From basic driving techniques and exploration of the island to advanced ways to utilize an ATK offensively and defensively during any match, this guide runs the gamut of ATK optimization. By reading this double-length guide, you’ll learn all about Fortnite Battle Royale and how to survive in a wide range of situations, using the weapons, ammo, loot items, and resources available to them. Master the terrain and use it to your tactical advantage during high-intensity firefights and all-out battles! <P><P>Take an “A to Z” tour of the mysterious island and learn what to expect at each labeled and unlabeled point of interest Discover strategies for surviving in those areas once they arrive Survive and win battles in different terrain, including cities, farms, factories, underground tunnels, junkyards, open valleys, water, etc. Travel greater distances around the island armed with better strategy

The Unofficial Encyclopedia of Ultimate Challenges for Minecrafters: New Adventures and Thrilling Dares to Take Your Game to the Next Level (Encyclopedia For Minecrafters Series)

by Megan Miller

The Minecraft universe is limitless. <P><P>You can explore as far as you like, build neverending castles, and battle hordes of monsters. But once you have your base, farms, weapons, and armor, what’s next? <P><P>When you're tired of the same old moves and you're hungry for new gameplay, The Unofficial Encyclopedia of Ultimate Challenges for Minecrafters will keep you busy with advanced maneuvers, thrilling new adventures, and extreme dares. You're not a true champion Minecrafter until you've . . . <P><P>Collected every mob in your own zoo Played the game King of the Ladder Completed every in-game advancement Defeated the Ender Dragon in hardcore mode Survived Survival Island Bested Ultra Hardcore PVE/PVP competitions And more! With hundreds of screenshots for easy visual reference and definitions of every term that might trip a player up, this exciting book covers the A to Z of exploring the infinite possibilities of Minecraft gameplay.

An Unofficial Joke Book for Fortniters: Sidesplitting Jokes and Shenanigans from Salty Springs (Unofficial Joke Books For Fortniters Ser. #1)

by Brian Boone

Jump out of the Battle Bus and jump into more than eight hundred side-splitting jokes! Jump out of the Battle Bus and jump into more than eight hundred side-splitting jokes! Jokes for Fortniters is an all-new, laugh-out-loud book of jokes for you and your squad. From Battle Royale puns and wordplay to funny one-liners that will have you dancing, this hysterical book has the cleverest jokes about Fortnite and game play. Cackle your way to victory with the funniest, craziest, and silliest jokes you can fire off to everyone on the island! Inside you will find funny gags such as: What do a door and a new Fortnite player have in common?They both get “knocked” a lot. What happens after you drink too much Slurp Juice?You burp juice! What kind of pop should Fortniters never drink?Shield pop!Where do Fortniters sleep?In a nite fort! For kids ages eight and up, this is the perfect book for at home, at school, or any battle royale! You’ll enjoy telling these silly jokes to your friends and family. Get extra laughs from silly illustrations throughout!

Unreal Engine 4 Game Development Quick Start Guide: Programming professional 3D games with Unreal Engine 4

by Rachel Cordone

Learn how to use Unreal Engine 4 by building 3D and multiplayer games using BlueprintsKey FeaturesLearn the fundamentals of Unreal Engine such as project templates, Blueprints, and C++Learn to design games; use UMG to create menus and HUDs, and replication to create multiplayer gamesBuild dynamic game elements using Animation Blueprints and Behavior TreesBook DescriptionUnreal Engine is a popular game engine for developers to build high-end 2D and 3D games.This book is a practical guide, starting off by quickly introducing you to the Unreal Engine 4 (UE4) ecosystem. You will learn how to create Blueprints and C++ code to define your game's functionality. You will be familiarized with the core systems of UE4 such as UMG, Animation Blueprints, and Behavior Trees. You will also learn how to use replication to create multiplayer games. By the end of this book, you will have a broad, solid knowledge base to expand upon on your journey with UE4.What you will learnUse project templates to give your game a head startCreate custom Blueprints and C++ classes and extend from Epic's base classesUse UMG to create menus and HUDs for your gameCreate more dynamic characters using Animation BlueprintsLearn how to create complex AI with Behavior TreesUse replication to create multiplayer gamesOptimize, test, and deploy a UE4 projectWho this book is forReaders who already have some game development experience and Unity users who would like to try UE4 will all benefit from this book. Knowledge of basic Object-Oriented Programming topics such as variables, functions, and classes is assumed.

Unreal Engine 4 Shaders and Effects Cookbook: Over 70 recipes for mastering post-processing effects and advanced shading techniques

by Brais Brenlla Ramos John P. Doran

Build optimized, efficient, and real-time applications that are production-ready using Unreal Engine's Material EditorKey FeaturesCreate stunning visual effects for 3D games and high-quality graphicsDesign efficient Shaders for mobile platforms without sacrificing their realismDiscover what goes into the structure of Shaders and why lighting works the way it doesBook DescriptionUnreal Engine 4 is a powerful game engine, one which has seen a recent boost in widespread adoption thanks to its ease of use and the powerful rendering pipeline that it packs. Seeing as how it's relatively easy to create stunning presentations and visuals, Unreal has quickly become a strong contender in industries where this kind of software had been previously denied entry.With that in mind, this book aims to help you get the most out of Unreal Engine 4 - from creating awe-inspiring graphics to delivering optimized experiences to your users. This is possible thanks to a mixture of hands-on experience with real materials and the theory behind them. You will immediately know how to create that material that you want to display, and you'll also end up with the knowledge that will let you know how to control it.All of this will be done without losing sight of two key components of any real-time application - optimization, and efficiency. The materials that you create will be light and efficient, and they will vary depending on your target platform. You'll know which techniques can be used in any kind of device and which ones should be kept to high-end machines, giving you the confidence to tackle any material-related task that you can imagine. Hop onboard and discover how!What you will learnMaster Unreal Engine's rendering pipeline for developing real-time graphicsUse physically based rendering (PBR) for building materials and lighting solutionsBuild optimized materials for games targeting multiple platformsUnderstand Unreal Engine's node and functions for creating desirable effectsDesign and build production-ready shadersExplore Unreal Engine's Material Editor for building complex materials and texturesWho this book is forThis book is for developers who want to create their first Shaders in Unreal Engine 4 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unreal is required to get the most from this book.

Unreal Engine 4 Virtual Reality Projects: Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints

by Kevin Mack Robert Ruud

Learn to design and build Virtual Reality experiences, applications, and games in Unreal Engine 4 through a series of practical, hands-on projects that teach you to create controllable avatars, user interfaces, and more.Key FeaturesDeploy your virtual reality applications on the latest Oculus Go and Samsung GearBuild real-world applications such as 3D UIs, mini games, and 360° media player applications using Unreal Engine 4Master multiplayer networking and build rich multi-user VR experiencesBook DescriptionUnreal Engine 4 (UE4) is a powerful tool for developing VR games and applications. With its visual scripting language, Blueprint, and built-in support for all major VR headsets, it's a perfect tool for designers, artists, and engineers to realize their visions in VR. This book will guide you step-by-step through a series of projects that teach essential concepts and techniques for VR development in UE4. You will begin by learning how to think about (and design for) VR and then proceed to set up a development environment. A series of practical projects follows, taking you through essential VR concepts. Through these exercises, you'll learn how to set up UE4 projects that run effectively in VR, how to build player locomotion schemes, and how to use hand controllers to interact with the world. You'll then move on to create user interfaces in 3D space, use the editor's VR mode to build environments directly in VR, and profile/optimize worlds you've built. Finally, you'll explore more advanced topics, such as displaying stereo media in VR, networking in Unreal, and using plugins to extend the engine. Throughout, this book focuses on creating a deeper understanding of why the relevant tools and techniques work as they do, so you can use the techniques and concepts learned here as a springboard for further learning and exploration in VR.What you will learnUnderstand design principles and concepts for building VR applicationsSet up your development environment with Unreal Blueprints and C++Create a player character with several locomotion schemesEvaluate and solve performance problems in VR to maintain high frame ratesDisplay mono and stereo videos in VRExtend Unreal Engine's capabilities using various pluginsWho this book is forThis book is for anyone interested in learning to develop Virtual Reality games and applications using UE4. Developers new to UE4 will benefit from hands-on projects that guide readers through clearly-explained steps, while both new and experienced developers will learn crucial principles and techniques for VR development in UE4.

Unreal Engine 4.x Scripting with C++ Cookbook: Develop quality game components and solve scripting problems with the power of C++ and UE4, 2nd Edition

by William Sherif Stephen Whittle John P. Doran

Write efficient, reusable scripts to build custom characters, game environments, and control enemy AI Key FeaturesBuild captivating multiplayer games using Unreal Engine and C++Incorporate existing C++ libraries into your game to add extra functionality such as hardware integrationPractical solutions for memory management, error handling, inputs, and collision for your game codebaseBook DescriptionUnreal Engine 4 (UE4) is a popular and award-winning game engine that powers some of the most popular games. A truly powerful tool for game development, there has never been a better time to use it for both commercial and independent projects. With more than 100 recipes, this book shows how to unleash the power of C++ while developing games with Unreal Engine.This book takes you on a journey to jumpstart your C++ and UE4 development skills. You will start off by setting up UE4 for C++ development and learn how to work with Visual Studio, a popular code editor. You will learn how to create C++ classes and structs the Unreal way. This will be followed by exploring memory management, smart pointers, and debugging your code. You will then learn how to make your own Actors and Components through code and how to handle input and collision events. You will also get exposure to many elements of game development including creating user interfaces, artificial intelligence, and writing code with networked play in mind. You will also learn how to add on to the Unreal Editor itself. With a range of task-oriented recipes, this book provides actionable information about writing code for games with UE4 using C++. By the end of the book, you will be empowered to become a top-notch developer with UE4 using C++ as your scripting language!What you will learnCreate C++ classes and structs that integrate well with UE4 and the Blueprints editorDiscover how to work with various APIs that Unreal Engine already containsUtilize advanced concepts such as events, delegates, and interfaces in your UE4 projectsBuild user interfaces using Canvas and UMG through C++Extend the Unreal Editor by creating custom windows and editorsImplement AI tasks and services using C++, Blackboard, and Behavior TreesWrite C++ code with networking in mind and replicate properties and functionsWho this book is forIf you are really passionate game developer looking for solutions to common scripting problems, then this is the book for you. Understanding of the fundamentals of game design and C++ is expected to get the most from this book.

Unreal Engine Blueprints Visual Scripting Projects: Learn Blueprints Visual Scripting in UE4 by building three captivating 3D Games

by Lauren S. Ferro

Design and Develop feature-rich professional 3D games using Visual Scripting System in Unreal Engine 4Key FeaturesCreate exhilarating and interactive 3D games with Unreal Engine 4 BlueprintsTake your game designs from inspiration to a fully playable game without writing a single line of codeLearn to use visual scripting to develop gameplay mechanics, UI, visual effects, AI, and moreBook DescriptionThe Blueprints Visual Scripting system helps you to create gameplay elements from within Unreal Engine. This book will provide you with the essential foundation to learn how to build complex game mechanics quickly and easily without writing any code.Starting off with the basic setup of fundamental game components, you will gradually move on to build your first minimalistic 3D platformer game that will introduce creating basic movement along with a simple quest system. You will create a survival maze game and learn all about adding additional features to the game, such as audio, special effects, and AI, using Blueprints. Finally, you will learn how to build a multiplayer game that is playable over a network with other players. By the end of this book, you will have completed three awesome projects and be equipped with the knowledge and skills to create complex games with AI, amazing interfaces, immersive environments, and exciting multiplayer experiences.What you will learnSet up Unreal Engine and all of its foundational componentsAdd basic movement to game objects and create collision mechanismDesign and implement interfaces to extend player interactionCreate a dynamically filling inventory system along with a UI to interact with itAdd audio effects based on triggered events to various parts of the game environmentUse analytic information to tune their game valuesCreate complex enemy AI that can sense the world around it in a multiplayer gameDeploy your game to multiple platforms and share it with the worldWho this book is forIf you are new to game development or just staring out with Unreal Engine 4's Blueprint Visual Scripting system, then this book is for you. No prior game design or development experience is required. Basic knowledge of the Unreal Engine is preferred but not essential.

Unreal Engine Virtual Reality Quick Start Guide: Design and Develop immersive virtual reality experiences with Unreal Engine 4

by Jessica Plowman

Unreal Engine 4 for virtual reality game design, development, User Experience design techniques and Blueprint programming to create virtual reality gameplay for HTC Vive, Oculus Rift, PSVR, and Windows Mixed Reality headsets. Key FeaturesBuild VR games from scratch with the power of Unreal Engine 4Learn User Experience design practices to take your VR game to the next levelUnderstand the best practices to creating art for games on HTC Vive, Oculus Rift, and PSVRBook DescriptionWith the ability to put players directly in the game, virtual reality gives users the chance to experience digital worlds directly. Nevertheless, many designers are unsure where to start when working with this amazing technology.With this book, you will learn user experience design processes and create immersive gameplay experiences designed for entertainment and player comfort. Using the power of Unreal Engine 4’s Blueprint visual scripting language, you will build player interaction and locomotion systems from scratch and use these flexible systems to create a sample game, as well as develop functional 2D and 3D user interfaces for players to interact with. And also learn the best practices for creating game art for virtual reality. Finally, you will learn how to test your application with your target audience and finalize your game for distribution.By the end of this book, you will have the knowledge to be able to make the leap from traditional game development to creating immersive virtual reality experiences using Unreal Engine 4.What you will learnUnderstand how to get started with VR development in Unreal Engine 4Design and create interaction and locomotion systems from scratchPlan and program a sample game for VRUnderstand how VR affects user experience and user interfacesDiscuss what is needed to create optimized art for VRTest your game with users and prepare for distributionWho this book is forThe audience for this book is intermediate or advanced users of Unreal Engine 4 but who have not begun working with VR technology. These users are familiar with the game engine and have an interest in VR technology. They are just beginning to explore the VR features that the game engine has to offer.

Unreal for Mobile and Standalone VR: Create Professional VR Apps Without Coding

by Cornel Hillmann

Apply the techniques needed to build VR applications for mobile and standalone head-mounted displays (HMDs) using the Unreal Engine. This book covers the entire VR ecosystem including production tools, Unreal engine, workflows, performance and optimization, and presents two fully-developed projects to reinforce what you've learned. Media designers, CG artists and other creatives will be able to take advantage of real-time engine techniques and easy-to-learn visual scripting logic to turn their creations into immersive and interactive VR worlds.Gear VR, the Oculus Go and other Android based VR HMDs are becoming exciting new platforms for immersive business presentations, entertainment and educational solutions. The Unreal engine, one of the world’s most powerful and popular game engines, is now free to use and has become increasingly popular for real-time visualizations and enterprise solutions in recent years.With Unreal's powerful blueprint visual scripting system, non-coders can now design blueprints in Unreal, unlock the power of rapid prototyping, and create complex interactions without a line of code. Get your copy of Unreal for Mobile and Standalone VR today and begin using this powerful tool-set to create high-end VR apps for a wide range of applications from games, B2B, to education.What You'll LearnExplore the VR ecosystem, including history, recent trends and future outlookReview tool set, graphics and animation pipeline (Blender, Zbrush, Substance Painter and others)Examine graphics optimization techniquesSet up a project and the target platformDesign interaction with Unreal blueprintsDeployments, testing, further optimizationWho This Book Is ForMultimedia designers, CG artists, producers, app developers. No coding experience is required.

Unternehmensmodellierung: Objektorientierte Theorie und Praxis mit UML 2.5

by Josef L. Staud

Der Band stellt für das Gebiet der Unternehmensmodellierung die Daten- und Prozessmodellierung in den Vordergrund. Vor allem bei der Prozessmodellierung findet aktuell eine intensive Diskussion u. a. über den Gegensatz zwischen klassischen und objektorientierten Methoden statt. Der Autor widmet sich in dem Buch der Frage, wie eine zeitgemäße Unternehmensmodellierung in all ihren Komponenten unter Einbeziehung effizienter klassischer und objektorientierter Theorieelemente aussehen kann.

Urban Air Pollution Monitoring by Ground-Based Stations and Satellite Data: Multi-season Characteristics From Lanzhou City, China

by Haowen Yan Mikalai Filonchyk

This book examines air pollution of a big city using multi-year and multi-season data from ground-based air monitoring stations and satellite sounding data, which provides more clear and detailed information on the main sources of air pollution, the long-term trend of pollution, the influence of meteorological parameters on pollution levels, and trajectories of polluted air masses. For example, the book shows that particulate matter from local sources is transported from deserts to create air quality challenges. It also analyzes the effects of desert and semi-desert landscapes on high concentrations of pollutants.

Urban Computing (Information Systems)

by Yu Zheng

An authoritative treatment of urban computing, offering an overview of the field, fundamental techniques, advanced models, and novel applications.Urban computing brings powerful computational techniques to bear on such urban challenges as pollution, energy consumption, and traffic congestion. Using today's large-scale computing infrastructure and data gathered from sensing technologies, urban computing combines computer science with urban planning, transportation, environmental science, sociology, and other areas of urban studies, tackling specific problems with concrete methodologies in a data-centric computing framework. This authoritative treatment of urban computing offers an overview of the field, fundamental techniques, advanced models, and novel applications.Each chapter acts as a tutorial that introduces readers to an important aspect of urban computing, with references to relevant research. The book outlines key concepts, sources of data, and typical applications; describes four paradigms of urban sensing in sensor-centric and human-centric categories; introduces data management for spatial and spatio-temporal data, from basic indexing and retrieval algorithms to cloud computing platforms; and covers beginning and advanced topics in mining knowledge from urban big data, beginning with fundamental data mining algorithms and progressing to advanced machine learning techniques. Urban Computing provides students, researchers, and application developers with an essential handbook to an evolving interdisciplinary field.

User-Centric and Information-Centric Networking and Services: Access Networks, Storage and Cloud Perspective

by M. Bala Krishna

User-Centric Networks (UCN) and Information-Centric Networks (ICN) are new communication paradigms to increase the efficiency of content delivery and also content availability. In this new concept, the network infrastructure actively contributes to content caching and distribution. This book presents the basic concepts of UCN and ICN, describes the main architecture proposals for these networks, and discusses the main challenges to their development. The book also looks at the current challenges for this concept, including naming, routing and caching on the network-core elements, several aspects of content security, user privacy, and practical issues in implementing UCN and ICN.

Using ICT in Inquiry-Based Science Education (SpringerBriefs in Education)

by Geraldo W. Rocha Fernandes Carlos Alberto Rosa Ferreira António M. Rodrigues

This book analyzes the main Information and Communication Technologies (ICT) used in science education and the main theoretical approaches that support science education mediated by ICT in order to show how digital technologies can be employed in Inquiry-Based Science Education. It presents the results of a comprehensive review of studies focusing both on the use and effects of digital technologies in science education and on the different theoretical approaches that support the use of ICTs in science teaching.By doing so, the book provides a useful summary of the current research in the field and a strong analysis of its limitations. It concludes that there are few studies that report strategies and didactics for the practical use of ICT in science classes and that the use of ICT in science education can’t be seen as an isolated action without a theoretical basis to support it. Based on these conclusions, the volume identifies the main ICTs used in inquiry activities, the main steps in inquiry activities used in science education and their approaches to the use of ICT. It shows that the use of ICT in Inquiry-Based Science Education allows students to develop more active work styles, improved attitudes towards science, better conceptual and theoretical understanding, improved reasoning, better modelling capabilities, and improved teamwork, along with improvements in other abilities. Using ICT in Inquiry-Based Science Education will be a valuable resource for science teachers and science teacher educators looking for an introductory text that presents an overview of the scientific research analyzing the implementation of digital technologies in science teaching and that provides useful insights to all educators interested in using digital technologies to introduce their students in the world of scientific inquiry and research.

Utility and Application of Language Corpora

by Niladri Sekhar Dash L. Ramamoorthy

This book discusses some of the basic issues relating to corpus generation and the methods normally used to generate a corpus. Since corpus-related research goes beyond corpus generation, the book also addresses other major topics connected with the use and application of language corpora, namely, corpus readiness in the context of corpus sanitation and pre-editing of corpus texts; the application of statistical methods; and various text processing techniques. Importantly, it explores how corpora can be used as a primary or secondary resource in English language teaching, in creating dictionaries, in word sense disambiguation, in various language technologies, and in other branches of linguistics. Lastly, the book sheds light on the status quo of corpus generation in Indian languages and identifies current and future needs.Discussing various technical issues in the field in a lucid manner, providing extensive new diagrams and charts for easy comprehension, and using simplified English, the book is an ideal resource for non-native English readers. Written by academics with many years of experience teaching and researching corpus linguistics, its focus on Indian languages and on English corpora makes it applicable to graduate and postgraduate students of applied linguistics, computational linguistics and language processing in South Asia and across countries where English is spoken as a first or second language.

UX for Developers: How to Integrate User-Centered Design Principles Into Your Day-to-Day Development Work

by Westley Knight

Become more mindful of the user when building digital products, and learn how to integrate a user-centered approach into your thinking as a web or app developer. This book shows you how the user experience is the responsibility of everyone involved in creating the product and how to redefine development principles when building user-centered digital products.There are still many organizations that are not design driven, and the gap between stereotypical design and development teams needs to be bridged in order to build digital products that cater to the needs of real people. We are at a point where we see organizations that cannot bring the user experience into their core thinking falling behind their competitors. You'll see how to increase the level of UX maturity within any organization by tackling what is possibly the biggest stumbling block that stands between design and development: putting user needs ahead of system efficiency. UX for Developers shows how you can adjust your focus in order to be more mindful of the user when building digital products. Learn to care about what you build, not just for the system’s sake, but for those who will use what you build.What You'll LearnUnderstand what it means to build websites and applications for the user, rather than from a developer’s perspective.Review the soft skills required to build more usable digital productsDiscover the tools and techniques to adopt a user-focused approach to development.Improve communication throughout design and development, especially between developers and non-developers.Who This Book Is ForPrimary audience is Web/app developers that are looking to understand what it takes to build usable digital products. Secondary audience is UX Designers who are looking to understand the viewpoint of developers; Project managers and stakeholders who need to facilitate better working relationships between developers and designers.

Václav Trojan: Music Composition in Czech Animated Films

by Marco Bellano

This book explores the Czech composer Václav Trojan (1907-1983) and his compositions for Jiri Trnka's films, a very influential puppet stop-motion animator. Trnka is regarded as one of the finest outcomes of Czech art in the aftermath of the Second World War and inspiration for contemporary directors like Tim Burton and companies such as Aardman or Laika. Trojan's music for animation sets a great artistic model in European animation, at least as meaningful as Carl Stalling's music for Warner Bros. cartoons in the USA. Trojan was an eclectic artist, which encompassed folk songs, jazz and blues influences, neoclassical symphonic and chamber works, opera and more. Key Features: A historical overview of the origins and early development of Czech animation Biographical sketches and stylistic outline of both Trnka and Trojan An audiovisual analysis of all the available Trnka films Trojan wrote music for Filmography and bibliography

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