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Videogame Sciences and Arts: 13th International Conference, VJ 2023, Aveiro, Portugal, November 28–30, 2023, Revised Selected Papers (Communications in Computer and Information Science #1984)

by Nelson Zagalo Esteban Clua Ana Isabel Veloso Sylvester Arnab Liliana Vale Costa Mário Vairinhos Diogo Gomes

This book constitutes the revised selected papers of the 13th International Conference on Videogame Sciences and Arts, VJ 2023, held in Aveiro, Portugal, during November 28–30, 2023. The 17 full papers and the 6 short papers presented were carefully reviewed and selected from 64 submissions. They are organized in topical sections named: game experience and evaluation; game-based learning and edutainment; games and culture; game design and development.

Videogame Sciences and Arts: 14th International Conference, VJ 2024, Leiria, Portugal, December 5–6, 2024, Proceedings (Communications in Computer and Information Science #2324)

by Rui Prada Anabela Marto Patrícia Gouveia Ruth Contreras-Espinosa Alexandrino Gonçalves Eduarda Abrantes Roberto Ribeiro

This book constitutes the refereed proceedings of the 14th International Conference on Videogame Sciences and Arts, VJ 2024, held in Leiria, Portugal, during December 5–6, 2024. The 15 full papers and 3 short papers included in this book were carefully reviewed and selected from 30 submissions. They were organized in topical sections as follows: Player Experience and Accessibility; Serious Games; Edutainment; Game Design and Development; and Games and Artificial Intelligence.

Videogames

by James Newman

In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

Videogames and Agency (Routledge Advances in Game Studies)

by Bettina Bódi

Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games.

Videogames and Metareference: Mapping the Margins of an Interdisciplinary Field (Routledge Advances in Game Studies)

by Krampe and , Edited by Theresa

Videogames and Metareference is the first edited collection to investigate the rise of metareference in videogames from an interdisciplinary perspective.Bringing together a group of distinguished scholars from various geographic and disciplinary backgrounds, the book combines in-depth theoretical reflection with a diverse selection of case studies in order to explore how metareference manifests itself in and around a broad range of videogames (from indie to AAA), while also asking what cultural work the videogames in question accomplish in the process. The carefully curated chapters not only provide much-needed expansions and revisions of a concept that was at least initially derived mainly from literary studies but also cover a broad range of videogame genres, discuss the evolution of metareference across videogame history as well as the functions it fulfills in different sociocultural contexts, and scrutinize metareferential elements and examples that have hitherto received little attention.This book with its interdisciplinary scope will appeal to scholars and students within game studies and game design as well as, more broadly, scholars and students within literary studies, media studies, popular culture studies, and digital culture studies.

Videogames and the Gothic (Routledge Advances in Game Studies)

by Ewan Kirkland

This book explores the many ways Gothic literature and media have informed videogame design. Through a series of detailed case studies, Videogames and the Gothic illustrates the extent to which particular tropes of Gothic culture –neo-medieval aesthetics, secret-filled labyrinthine spaces, the sense of a dark past impacting upon the present – have been appropriated by and transformed within digital games. Moving beyond the study of the generic influences of horror on digital gaming, Ewan Kirkland focuses in on the Gothic, a less visceral mode tending towards the unsettling, the uncertain and the uncanny. He explores the extent to which imagery, storylines and narrative preoccupations taken from Gothic fiction facilitate the affordances and limitations of the videogame medium. A core contention of this book is that videogames have developed as an inherently Gothic form of popular entertainment. Arguing for close proximity between Gothic culture and the videogame medium itself, this book will be a key contribution to both Gothic and digital game scholarship; as such, it will have resonance with scholars and students in both areas, as well as those interested in Gothic novels, media and popular culture, digital games and interactive fiction.

Videogames, Identity and Digital Subjectivity (Routledge Advances in Game Studies)

by Rob Gallagher

This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.

View Camera Technique

by Leslie Stroebel

Now in its seventh edition, View Camera Technique is a unique, comprehensive book that presents clearly and precisely the features, operations and applications of view cameras. It details camera movements, image formation, exposure control, and information concerning lenses and accessories. Diagrams, comparison charts, and more than 500 photographs and illustrations by distinguished professional photographers provide the reader with the tools necessary to analyze a picture situation, set up and manipulate the camera, and portray the subject to meet the expectations of the professional photographer. This text has been completely revised and updated to include over 100 brand-name view cameras, and offers comparison tables to assist readers in choosing cameras, lenses, and view-camera digital backs. This latest edition offers expanded coverage of the newest technology, including electronic features that simplify the use of view cameras for conventional photography and digital view cameras that eliminate the need for film and make it possible to modify the digital images with image-processing computer software programs

View Updating and Relational Theory: Solving the View Update Problem

by C. J. Date

Views are virtual tables. That means they should be updatable, just as "real" or base tables are. In fact, view updatability isn’t just desirable, it’s crucial, for practical reasons as well as theoretical ones. But view updating has always been a controversial topic. Ever since the relational model first appeared, there has been widespread skepticism as to whether (in general) view updating is even possible.In stark contrast to this conventional wisdom, this book shows how views, just like base tables, can always be updated (so long as the updates don’t violate any integrity constraints). More generally, it shows how updating always ought to work, regardless of whether the target is a base table or a view. The proposed scheme is 100% consistent with the relational model, but rather different from the way updating works in SQL products today.This book can:Help database products improve in the futureHelp with a "roll your own" implementation, absent such product improvementsMake you aware of the crucial role of predicates and constraintsShow you how relational products are really supposed to behaveAnyone with a professional interest in the relational model, relational technology, or database systems in general can benefit from this book.

View and Manage Your Photos on the iPad, The Mini Missing Manual

by David Pogue J. D. Biersdorfer

Everything you need to get your photos on your iPad

View and Manage Your Photos on the iPad: The Mini Missing Manual

by J. D. Biersdorfer

One of the iPad's big pluses is its beautiful, high-resolution display. That makes it a perfect way to stroll down memory lane-from the comfort of your armchair. View and Manage Your Photos on the iPad: The Mini Missing Manual shows you how to import, organize, and enjoy your photos using clear, jargon-free explanations and step-by-step instructions.You'll learn to create slideshows complete with your own soundtrack and transitions, connect your tablet to a big-screen TV so you can gather the family around, turn your slab into a digital picture frame (a great idea when you recharge your 'Pad), use a treasured photo as your wallpaper, and share your images with friends by attaching one--or many-pics to a message.You'll also learn how to import your images into the iPad using iTunes' easy syncing feature, how to pull pictures off of email messages and into your tablet's photo album, and how to import pictures directly from your camera.In short, this Mini Missing Manual tells you everything you need to know to view and manage your photos on your iPad.

Views on Evolvability of Embedded Systems

by Pierre Van de Laar Teade Punter

Evolvability, the ability to respond effectively to change, represents a major challenge to today's high-end embedded systems, such as those developed in the medical domain by Philips Healthcare. These systems are typically developed by multi-disciplinary teams, located around the world, and are in constant need of upgrading to provide new advanced features, to deal with obsolescence, and to exploit emerging enabling technologies. Despite the importance of evolvability for these types of systems, the field has received scant attention from the scientific and engineering communities. Views on Evolvability of Embedded Systems focuses on the topic of evolvability of embedded systems from an applied scientific perspective. In particular, the book describes results from the Darwin project that researched evolvability in the context of Magnetic Resonance Imaging (MRI) systems. This project applied the Industry-as-Laboratory paradigm, in which industry and academia join forces to ensure continuous knowledge and technology transfer during the project's lifetime. The Darwin project was a collaboration between the Embedded Systems Institute, the MRI business unit of Philips Healthcare, Philips Research, and five Dutch universities. Evolvability was addressed from a system engineering perspective by a number of researchers from different disciplines such as software-, electrical- and mechanical engineering, with a clear focus on economic decision making. The research focused on four areas: data mining, reference architectures, mechanisms and patterns for evolvability, in particular visualization & modelling, and economic decision making. Views on Evolvability of Embedded Systems is targeted at both researchers and practitioners; they will not only find a state-of-the-art overview on evolvability research, but also guidelines to make systems more evolvable and new industrially-validated techniques to improve the evolvability of embedded systems.

Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo, and the Greatest Gaming Platforms of All Time

by Bill Loguidice Matt Barton

Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.

Vintage Games 2.0: An Insider Look at the Most Influential Games of All Time

by Matt Barton

Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.

Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time

by Bill Loguidice Matt Barton

Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.

Violence in Today's School Workplace: Protecting Teachers and School Employees in a Violent Age

by Diane H. Williamson David E. Strecker Henry Townsend

Increasingly, headlines today report out-of-control student violence occurring in our schools and colleges. Yet so little concrete action is being taken to protect the bystanding victims of this trauma, the school worker. Classroom teachers, administrators, coaches, school bus drivers, cafeteria workers, custodians, and other school employees a

Violence. Speed. Momentum.

by Dr Disrespect

Too much power. Wow. Too much energy. Wow. Too much anticipation. WOW. It&’s the nationally bestselling memoir from the biggest star in gaming: Dr Disrespect.Dr Disrespect is a 6-foot-8 freak of nature with a 37-inch vertical, the two-time, back-to-back 1993–94 Blockbuster Video Game Champion, and in his factual opinion, the most dominant international gaming superstar in the history of the world. It was just a matter of time before Western civilization came begging Doc to save literature by writing a memoir that reads like a vicious, muscular lion clawing his way through the rocks, roaring in anger and dominance. Here you will find his deepest, most intimate secrets. The untold history of his mysterious, legendary origins and his rise to unparalleled dominance. And most of all, you will find out what, exactly, Doc&’s a doctor of. Are you ready for a book with the rhythm of a sleazy &’70s muscleman and the ruthlessness of a &’90s serial killer? A journey that stares down the long, dark alley of your fears and never looks back? Does your warrior&’s heart yearn to reach the tippity top of the mountain just to realize you&’re still only halfway up? If so, firm handshakes, Champion: Welcome to the salvation of literature.

VipIMAGE 2019: Proceedings of the VII ECCOMAS Thematic Conference on Computational Vision and Medical Image Processing, October 16–18, 2019, Porto, Portugal (Lecture Notes in Computational Vision and Biomechanics #34)

by João Manuel R. S. Tavares Renato Manuel Natal Jorge

This book gathers full papers presented at the VipIMAGE 2019—VII ECCOMAS Thematic Conference on Computational Vision and Medical Image Processing—held on October 16-18, 2019, in Porto, Portugal. It discusses cutting-edge methods, findings, and applications related to 3D vision, bio- and medical imaging, computer-aided diagnosis, image enhancement, image processing and analysis, virtual reality, and also describes in detail advanced image analysis techniques, such as image segmentation and feature selection, as well as statistical and geometrical modeling. The book provides both researchers and professionals with extensive and timely insights into advanced imaging techniques for various application purposes.

Viral BS: Medical Myths and Why We Fall for Them

by Seema Yasmin

Dissecting the biggest medical myths and pseudoscience, Viral BS explores how misinformation can spread faster than microbes.Can your zip code predict when you will die? Should you space out childhood vaccines? Does talcum powder cause cancer? Why do some doctors recommend e-cigarettes while other doctors recommend you stay away from them? Health information—and misinformation—is all around us, and it can be hard to separate the two. A long history of unethical medical experiments and medical mistakes, along with a host of celebrities spewing anti-science beliefs, has left many wary of science and the scientists who say they should be trusted. How do we stay sane while unraveling the knots of fact and fiction to find out what we should really be concerned about, and what we can laugh off? In Viral BS, journalist, doctor, professor, and CDC-trained disease detective Seema Yasmin, driven by a need to set the record straight, dissects some of the most widely circulating medical myths and pseudoscience. Exploring how epidemics of misinformation can spread faster than microbes, Dr. Yasmin asks why bad science is sometimes more believable and contagious than the facts. Each easy-to-read chapter covers a specific myth, whether it has endured for many years or hit the headlines more recently. Dr. Yasmin explores such pressing questions as• Do cell phones, Nutella, or bacon cause cancer?• Are we running out of antibiotics?• Does playing football cause brain disease?• Is the CDC banned from studying guns?• Do patients cared for by female doctors live longer? • Is trauma inherited?• Is suicide contagious?and much more.Taking a deep dive into the health and science questions you have always wanted answered, this authoritative and entertaining book empowers readers to reach their own conclusions. Viral BS even comes with Dr. Yasmin's handy Bulls*%t Detection Kit.

Viral Hate: Containing Its Spread on the Internet

by Christopher Wolf Abraham H. Foxman

Emboldened by anonymity, individuals and organizations from both left and right are freely spewing hateful vitriol on the Internet without worrying about repercussions.Lies, bullying, conspiracy theories, bigoted and racist rants, and calls for violence targeting the most vulnerable circulate openly on the web.And thanks to the guarantees of the First Amendment and the borderless nature of the Internet,governing bodies are largely helpless to control this massive assault on human dignity and safety. Abe Foxman and Christopher Wolf expose the threat that this unregulated flow of bigotry poses to the world.They explore how social media companies like Facebook and YouTube, as well as search engine giant Google, are struggling to reconcile the demands of business with freedom of speech and the disturbing threat posed by today's purveyors of hate. And they explain the best tools available to citizens, parents, educators, law enforcement officers, and policy makers toprotect thetwin values of transparency and responsibility. As Foxman and Wolf show, only an aroused and engaged citizenry can stop the hate contagion before it spirals out of control - with potentially disastrous results.

Viral Parenting: A Guide to Setting Boundaries, Building Trust, and Raising Responsible Kids in an Online World

by Mindy McKnight

Mindy McKnight, YouTube's favorite mom, shares the tools parents need to keep kids safe in their online lives--and shows how to create stronger family relationships as they do. A cross between Jen Hatmaker and Rosalind Wiseman, VIRAL PARENTING is a guide to raising responsible, safe, and communicative kids in the digital world. Mindy shares practical tools for having honest conversations with kids of all ages about privacy, bullying, respectfulness, and family time, while emphasizing the importance of trust and open communication. These strategies are timeless--whether applied to texting, snapping, Facebooking, kiking, or whatever social media platforms await us in the future, this book is ultimately about teaching children about personal responsibility and safety. Mindy shares practical tools for creating family rules for kids of all ages about privacy, bullying, respectfulness, and family time, while emphasizing the importance of trust and open communication. Using family contracts, guided conversations, device checks, and respectful but firm oversight, the McKnights have raised a close knit family and navigated the complexity of being world-wide internet celebrities with grace. McKnight will show any parent of any child or teen how that's done--setting non-negotiable guidelines and offering a savvy perspective toward privacy that audience have been begging for.

Viren in allen Dimensionen: Wie ein Informationscode Viren, Software und Mikroorganismen steuert

by Rafael Ball

Mikroorganismen, Viren und Computerprogramme codieren alle Informationen, die erforderlich sind, sich selbst zu vermehren und verbreiten. Dabei sind sich diese Mechanismen in der belebten Welt, in der Welt der Viren und sogar in der Welt der technischen Systeme verblüffend ähnlich. Das Buch zeigt auf, wie groß die Parallelen dieser verschiedenen belebten und unbelebten replizierenden Systeme sind und worauf sie basieren. Der Ausflug führt ebenso in die faszinierende Welt der Genetik, zur Frage, was Leben definiert und in die Programmierung von Software, die sich selbständig vervielfacht. Schließlich wird daraus die Frage abgeleitet, ob und inwieweit solche sich selbst replizierenden technischen Systeme genauso gefährlich werden können wie infektiöse Viren bei der Auslösung von Pandemien, wie etwa der Corona-Pandemie im Jahr 2020.

Virtual & Augmented Reality For Dummies

by Paul Mealy

An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. * Keeps you up-to-date on the pulse of this fast-changing technology * Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment * Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies.

Virtual Aesthetics in Architecture: Designing in Mixed Realities

by Sara Eloy Anette Kreutzberg Ioanna Symeonidou

Virtual Aesthetics in Architecture: Designing in Mixed Realities presents a curated selection of projects and texts contributed by leading international architects and designers who are using virtual reality technologies in their design process. It triggers discussion and debate on exploring the aesthetic potential and establishing its language as an expressive medium in architectural design. Although virtual reality is not new and the technology has evolved rapidly, the aesthetic potential of the medium is still emerging and there is a great deal more to explore. The book provides a comprehensive overview of the current use of virtual reality technologies in the architectural design process. Contributions are presented in six parts, fully illustrated with over 150 images. Recent projects presented are distributed in five themes: introduction to mixed realities; space and form; context and ambiguity; materiality and movement; body and social. Each theme includes richly illustrated essays by leading academics and practitioners, including those from Zaha Hadid Architects and MVRDV, detailing their design process using data-driven methodologies. Virtual Aesthetics in Architecture expands the use of technology per se and focuses on how architecture can benefit from its aesthetic potential during the design process. A must-read for practitioners, academics, and students interested in cutting-edge digital design.

Virtual Character Design for Games and Interactive Media

by Robin James Sloan

While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more

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