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Unifying Themes in Complex Systems IX: Proceedings of the Ninth International Conference on Complex Systems (Springer Proceedings in Complexity)

by Alfredo J. Morales Carlos Gershenson Dan Braha Ali A. Minai Yaneer Bar-Yam

Unifying Themes in Complex Systems is a well-established series of carefully edited conference proceedings that serve to document and archive the progress made regarding cross-fertilization in this field. The International Conference on Complex Systems (ICCS) creates a unique atmosphere for scientists from all fields, engineers, physicians, executives, and a host of other professionals, allowing them to explore common themes and applications of complex systems science. With this new volume, Unifying Themes in Complex Systems continues to establish common ground between the wide-ranging domains of complex systems science.

Unity 2017 2D Game Development Projects: Create three interactive and engaging 2D games with Unity 2017

by Andreas Oehlke Lauren S. Ferro

Build classic arcade, shooter and platform games with Unity 2D toolset Key Features Leverage the amazing new functionalities of the latest Unity 2017 2D toolkit. Learn to create 2D characters, animations, fast and efficient game play experiences while keeping your games very lightweight Create engaging games that enable you to perform intergalactic warfare and also fun games similar to temple run and so on. Book Description 2D games are everywhere! Timeless and popular, 2D games represent a substantial segment of the games market. The Unity engine has revolutionized the gaming industry, by making it easier for game developers to create quality games on a budget. If you are looking for a guide to create 2D games using Unity 2017, look no further. With this book, you will learn all the essentials of 2D game development by creating three epic games in a step-by-step manner throughout the course of this book. The first game will have you collecting as many cakes as possible. The second will transport you to outer space to traverse as far as possible while avoiding enemy spaceships. The last game will have you running and jumping across platforms to collect coins and other exotic items. Throughout all these three games, you will create characters, make them move, and create some enemies. And then, of course, write code to destroy them!. After showing you the necessities of creating a game, this book will then help you to porting the game to a mobile platform, and provide a path to publish it on the stores. By the end of this book, you will not only have created three complete great games, but be able to apply your knowledge to create and deploy your own games. What you will learn Work with Unity 2017's new 2D workflow and create a 2D scene Set the scene with different types of backgrounds, either static or dynamically using a tileset Bring your character to life through simple animations Understand the core concepts of programming by creating basic code that controls a character and destroys an enemy Create buttons and game controls by using code snippets for input detection Develop three 2D games from genres such as classic arcade, space shooter, and platformer games Add audio and feedback and deploy your gamesWho this book is for If you are interested in creating your very own 2D games from scratch, then this book will give you all the tools you need to succeed. No C# knowledge is required, all you need is basic coding and scripting knowledge. Whether you are completely new to Unity or have used Unity before and would like to learn about the new 2D features of Unity, this book is for you.

Unity 2017 Game AI Programming, Third Edition: Leverage The Power Of Artificial Intelligence To Program Smart Entities For Your Games

by Ray Barrera

Whether you are developing traditional, serious, educational, or any other kind of game, understanding how to apply artificial intelligence can take the fun-factor to the next level! This book will not only uncover the newly released features in Unity 2017 but also teach you how to implement it in your game. Moreover, you will be working with different AI concepts and will help you to use it in your game to make it more awesome.

Unity 2017 Game AI Programming, Third Edition: Leverage the power of Artificial Intelligence to program smart entities for your games, 3rd Edition

by Raymundo Barrera Davide Aversa

Use Unity 2017 to create fun and unbelievable AI entities in your games with A*, Fuzzy logic and NavMesh Key Features Explore the brand-new Unity 2017 features that makes implementing Artificial Intelligence in your game easier than ever Use fuzzy logic concepts in your AI decision-making to make your characters more engaging Build exciting and richer games by mastering advanced Artificial Intelligence concepts such as Neural Networks Book Description Unity 2017 provides game and app developers with a variety of tools to implement Artificial Intelligence. Leveraging these tools via Unity's API or built-in features allows limitless possibilities when it comes to creating your game's worlds and characters. This third edition with Unity will help you break down Artificial Intelligence into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5. Further on you will learn to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM). Next you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game. What you will learn Understand the basic terminology and concepts in game AI Explore advanced AI Concepts such as Neural Networks Implement a basic finite state machine using state machine behaviors in Unity 2017 Create sensory systems for your AI and couple it with a Finite State Machine Wok with Unity 2017's built-in NavMesh features in your game Build believable and highly-efficient artificial flocks and crowds Create a basic behavior tree to drive a character's actions Who this book is for This book is intended for Unity developers with a basic understanding of C# and the Unity editor. Whether you're looking to build your first game or are looking to expand your knowledge as a game programmer, you will find plenty of exciting information and examples of game AI in terms of concepts and implementation.

Unity 2017 Game Development Essentials, Third Edition: Build fully functional 2D and 3D games with realistic environments, sounds, physics, special effects, and more!

by Tommaso Lintrami Will Goldstone

Go through 3D game development techniques using Unity Key Features Kick-start your game development carrer and build ready-to-play 2D and 3D games with ease Understand the key concepts in game design including scripting, physics, instantiation, particle effects, and more Build games that run on desktop, mobile, and the web Book Description Unity is the most popular game engine among Indie developers, start-ups, and medium to large independent game development companies. This book is a complete exercise in game development covering environments, physics, sound, particles, and much more—to get you up and running with Unity rapidly. In this informal guide, you’ll get to grips with the basics of game development, starting off with using C# for scripting. You'll get the hang of Unity's development environment and will be able to set up the required assets for your frst 2D game. You'll work on animating your player and getting it to move in the 2D environment. Next, you'll see how to build the game in 3D, making use of Unity's new 3D animation system. After building a beautiful 3D environment for the game, you’ll work with the latest physics system that Unity has to offer and will make your assets interactive. You'll induce artifcial intelligence into the enemies and develop a mechanism to hit them with rocks and punches. Once you've made things pretty with the particle system, you'll move on to optimize the game, adding a cross-platform ready UI, and publishing your game across multiple platforms. You'll walk away with a cool 2D parallax side parallax game and an even cooler third-person 3D adventure game, but most importantly, with the confdence to build your own games. What you will learn Script games using C# Build your very first 2D and 3D games Work through the key concepts in game development such as animations, physics, and scripting Test and optimize your games to attain great performance Create fully functional menus, HUDs, and UI Create player character interactions with AI and NPC Who this book is for Who this book is written for: If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games with ideas bubbling away in the back of your mind, Unity and this book should be your starting point.

Unity 2018 Artificial Intelligence Cookbook: Over 90 recipes to build and customize AI entities for your games with Unity, 2nd Edition

by Jorge Palacios

Explore various recipes to build games using popular artificial intelligence techniques and algorithms such as Navmesh navigation A*, DFS, and UCB1Key FeaturesExplore different algorithms for creating decision-making agents that go beyond simple behaviors and movementDiscover the latest features of the NavMesh API for scripting intelligent behaviour in your game charactersCreate games that are non-predictable and dynamic and have a high replayability factorBook DescriptionInteractive and engaging games come with intelligent enemies, and this intellectual behavior is combined with a variety of techniques collectively referred to as Artificial Intelligence. Exploring Unity's API, or its built-in features, allows limitless possibilities when it comes to creating your game's worlds and characters. This cookbook covers both essential and niche techniques to help you take your AI programming to the next level.To start with, you’ll quickly run through the essential building blocks of working with an agent, programming movement, and navigation in a game environment, followed by improving your agent's decision-making and coordination mechanisms – all through hands-on examples using easily customizable techniques. You’ll then discover how to emulate the vision and hearing capabilities of your agent for natural and humanlike AI behavior, and later improve the agents with the help of graphs. This book also covers the new navigational mesh with improved AI and pathfinding tools introduced in the Unity 2018 update. You’ll empower your AI with decision-making functions by programming simple board games, such as tic-tac-toe and checkers, and orchestrate agent coordination to get your AIs working together as one.By the end of this book, you’ll have gained expertise in AI programming and developed creative and interactive games.What you will learnCreate intelligent pathfinding agents with popular AI techniques such as A* and A*mbushImplement different algorithms for adding coordination between agents and tactical algorithms for different purposesSimulate senses so agents can make better decisions, taking account of the environmentExplore different algorithms for creating decision-making agents that go beyond simple behaviors and movementCreate coordination between agents and orchestrate tactics when dealing with a graph or terrainImplement waypoints by making a manual selectorWho this book is forThe Unity 2018 Artificial Intelligence Cookbook is for you if you are eager to get more tools under your belt to solve AI- and gameplay-related problems. Basic knowledge of Unity and prior knowledge of C# is an advantage.

Unity 2018 Augmented Reality Projects: Build four immersive and fun AR applications using ARKit, ARCore, and Vuforia

by Jesse Glover

Create engaging Augmented Reality (AR) applications with Unity 3D that can be experienced with devices such as HoloLens and DaydreamKey FeaturesLearn the principles of AR application development Work with the most popular sensors used in AR games and applications across Android, Apple and WindowsBuild experiences with interactive objects, physics, UI, animations, and C# scriptingBook DescriptionAugmented Reality allows for radical innovations in countless areas. It magically blends the physical and virtual worlds, bringing applications from a screen into your hands. Meanwhile, Unity has now become the leading platform to develop augmented reality experiences, as it provides a great pipeline for working with 3D assets.Using a practical and project-based approach, Unity 2018 Augmented Reality Projects educates you about the specifics of augmented reality development in Unity 2018.This book teaches you how to use Unity in order to develop AR applications which can be experienced with devices such as HoloLens and Daydream. You will learn to integrate, animate, and overlay 3D objects on your camera feed, before gradually moving on to implementing sensor-based AR applications. In addition to this, you will explore the technical considerations that are especially important and possibly unique to AR. The projects in the book demonstrate how you can build a variety of AR experiences, whilst also giving insights into C# programming as well as the Unity 3D game engine via the interactive Unity Editor.By the end of the book, you will be equipped to develop rich, interactive augmented reality experiences for a range of AR devices and platforms using Unity.What you will learnBuild and run AR applications for specific headsets, including HoloLens and DaydreamCreate 3D scenes with Unity and other 3D tools while learning about world space and scaleMove around your AR scenes using locomotion and teleportationCreate filters or overlays that work in tandem with facial recognition softwareUse GPS, geolocation services, and the camera feed to create a fitness applicationIntegrate AR and VR concepts together in a single applicationWho this book is forUnity 2018 Augmented Reality Projects is for you if you're a game developer familiar with 3D computer graphics and interested in building your own AR games or applications. Any experience in Unity and C# is an advantage.

Unity 2018 By Example: Learn about game and virtual reality development by creating five engaging projects, 2nd Edition

by Alan Thorn

Build exciting 2D/3D games and virtual reality applications with the help of hands-on examplesKey FeaturesCreate five different types of games from scratch with Unity 2018Import custom content into Unity from third-party tools such as Maya and Blender Learn to build NPCs with artificial intelligent behavior. Book DescriptionUnity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content.In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences.To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.What you will learnUnderstand core Unity concepts, such as game objects, components, and scenesStudy level-design techniques for building immersive and interesting worldsMake functional games with C# scriptingUse the toolset creatively to build games with different themes and stylesHandle player controls and input functionalityWork with terrains and world-creation toolsGet to grips with making both 2D and 3D gamesWho this book is forYou don't need to have any previous experience with Unity to enjoy Unity 2018 By Example, although you need to have basic knowledge of C#.

Unity 2018 Cookbook: Over 160 recipes to take your 2D and 3D game development to the next level, 3rd Edition

by Matt Smith

Develop quality game components and solve common gameplay problems with various game design patternsKey FeaturesBecome proficient at traditional 2D and 3D game developmentBuild amazing interactive interfaces with Unity's UI systemDevelop professional games with realistic animation and graphics, materials and cameras, and AI with Unity 2018Book DescriptionWith the help of the Unity 2018 Cookbook, you’ll discover how to make the most of the UI system and understand how to animate both 2D and 3D characters and game scene objects using Unity's Mecanim animation toolsets.Once you’ve got to grips with the basics, you will familiarize yourself with shaders and Shader Graphs, followed by understanding the animation features to enhance your skills in building fantastic games. In addition to this, you will discover AI and navigation techniques for nonplayer character control and later explore Unity 2018’s newly added features to improve your 2D and 3D game development skills. This book provides many Unity C# gameplay scripting techniques.By the end of this book, you'll have gained comprehensive knowledge in game development with Unity 2018.What you will learnGet creative with Unity’s shaders and learn to build your own shaders with the new Shader Graph toolCreate a text and image character dialog with the free Fungus Unity pluginExplore new features integrated into Unity 2018, including TextMesh Pro and ProBuilderMaster Unity audio, including ducking, reverbing, and matching pitch to animation speedsWork with the new Cinemachine and timeline to intelligently control camera movementsImprove ambiance through the use of lights and effects, including reflection and light probesCreate stylish user interfaces with the UI system, including power bars and clock displaysWho this book is forUnity 2018 Cookbook is for you if you want to explore a wide range of Unity scripting and multimedia features and find ready-to-use solutions for many game features. This book also helps programmers explore multimedia features. It is assumed that you already know basics of Unity and have some programming knowledge of C#.

Unity 2018 Shaders and Effects Cookbook: Transform your game into a visually stunning masterpiece with over 70 recipes, 3rd Edition

by John P. Doran Alan Zucconi

Bring realism to your games by mastering post-processing effects and advanced shading techniques in Unity 2018Key FeaturesLearn the secrets of creating AAA quality shaders without writing long algorithmsMaster shader programming through easy-to-follow examplesCreate stunning visual effects that can be used in 3D gamesBook DescriptionSince their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave.Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math.This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, you’ll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we’ll even look at Unity 2018’s new Shader Graph system.With this book, what seems like a dark art today will be second nature by tomorrow.What you will learnUnderstand physically based rendering to fit the aesthetic of your gameWrite shaders from scratch in ShaderLab and HLSL/CgCombine shader programming with interactive scripts to add life to your materialsDesign efficient shaders for mobile platforms without sacrificing their realismUse state-of-the-art techniques, such as volumetric explosions and fur shadingMaster the math and algorithms behind the most used lighting modelsUnderstand how shader models have evolved and how you can create your ownWho this book is forUnity Shaders and Effects Cookbook is for developers who want to create their first shaders in Unity 2018 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required to get the most from this book.

Unity Artificial Intelligence Programming: Add powerful, believable, and fun AI entities in your game with the power of Unity 2018!, 4th Edition

by Aung Sithu Kyaw Clifford Peters Dr Davide Aversa

Learn and Implement game AI in Unity 2018 to build smart game environments and enemies with A*, Finite State Machines, Behavior Trees and NavMesh.Key FeaturesBuild richer games by learning the essential concepts in AI for games like Behavior Trees and Navigation MeshesImplement character behaviors and simulations using the Unity Machine Learning toolkitExplore the latest Unity 2018 features to make implementation of AI in your game easierBook DescriptionDeveloping Artificial Intelligence (AI) for game characters in Unity 2018 has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from the basic techniques to cutting-edge machine learning-powered agents. Leveraging these tools via Unity's API or built-in features allows limitless possibilities when it comes to creating your game's worlds and characters.This fourth edition with Unity will help you break down AI into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts and features related to game AI in Unity.Further on, you'll learn how to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM).Next, you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You'll then learn how to implement simple flocks and crowd dynamics, which are key AI concepts in Unity. Moving on, you'll learn how to implement a behavior tree through a game-focused example. Lastly, you'll apply all the concepts in the book to build a popular game.What you will learnCreate smarter game worlds and characters with C# programmingApply automated character movement using pathfinding and steering behaviorsImplement non-player character decision-making algorithms using Behavior Trees and FSMsBuild believable and highly efficient artificial flocks and crowdsCreate sensory systems for your AI with the most commonly used techniquesConstruct decision-making systems to make agents take different actionsExplore the application of machine learning in UnityWho this book is forThis book is intended for Unity developers with a basic understanding of C# and the Unity editor. Whether you're looking to build your first game or are looking to expand your knowledge as a game programmer, you will find plenty of exciting information and examples of game AI in terms of concepts and implementation.

Unity in Action: Multiplatform game development in C#

by Joseph Hocking

SummaryManning's bestselling and highly recommended Unity book has been fully revised! Unity in Action, Second Edition teaches you to write and deploy games with the Unity game development platform. You'll master the Unity toolset from the ground up, adding the skills you need to go from application coder to game developer.Foreword by Jesse Schell, author of The Art of Game DesignPurchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.About the TechnologyBuild your next game without sweating the low-level details. The Unity game development platform handles the heavy lifting, so you can focus on game play, graphics, and user experience. With support for C# programming, a huge ecosystem of production-quality prebuilt assets, and a strong dev community, Unity can get your next great game idea off the drawing board and onto the screen!About the BookUnity in Action, Second Edition teaches you to write and deploy games with Unity. As you explore the many interesting examples, you'll get hands-on practice with Unity's intuitive workflow tools and state-of-the-art rendering engine. This practical guide exposes every aspect of the game dev process, from the initial groundwork to creating custom AI scripts and building easy-to-read UIs. And because you asked for it, this totally revised Second Edition includes a new chapter on building 2D platformers with Unity's expanded 2D toolkit. What's InsideRevised for new best practices, updates, and more!2D and 3D gamesCharacters that run, jump, and bump into thingsConnect your games to the internetAbout the ReaderYou need to know C# or a similar language. No game development knowledge is assumed.About the AuthorJoe Hocking is a software engineer and Unity expert specializing in interactive media development.Table of ContentsPART 1 - First stepsGetting to know Unity Building a demo that puts you in 3D space Adding enemies and projectiles to the 3D game Developing graphics for your game PART 2 - Getting comfortableBuilding a Memory game using Unity's 2D functionality Creating a basic 2D Platformer Putting a GUI onto a game Creating a third-person 3D game: player movement and animationAdding interactive devices and items within the gamePART 3 - Strong finishConnecting your game to the internet Playing audio: sound effects and music Putting the parts together into a complete game Deploying your game to players' devices

Unity Virtual Reality Projects: Learn Virtual Reality by developing more than 10 engaging projects with Unity 2018, 2nd Edition

by Jonathan Linowes

Explore the latest features of Unity 2018 to create immersive VR projects for Oculus Rift, HTC Vive, Daydream and Gear VRKey FeaturesA project-based guide to teach you how to develop immersive and fun VR applications using Unity 3DBuild experiences with interactable objects, physics, UI, animations, C# scripting, and other Unity featuresExplore the world of VR by building experiences such as diorama, first-person characters, 360-degree projections, social VR, audio fireball game, and VR storytelling Book DescriptionUnity has become the leading platform for building virtual reality games, applications, and experiences for this new generation of consumer VR devices. Unity Virtual Reality Projects walks you through a series of hands-on tutorials and in-depth discussions on using the Unity game engine to develop VR applications. With its practical and project-based approach, this book will get you up to speed with the specifics of VR development in Unity. You will learn how to use Unity to develop VR applications that can be experienced with devices such as Oculus, Daydream, and Vive. Among the many topics and projects, you will explore gaze-based versus hand-controller input, world space UI canvases, locomotion and teleportation, software design patterns, 360-degree media, timeline animation, and multiplayer networking. You will learn about the Unity 3D game engine via the interactive Unity Editor, and you will also learn about C# programming. By the end of the book, you will be fully equipped to develop rich, interactive VR experiences using Unity.What you will learnCreate 3D scenes with Unity and other 3D tools while learning about world space and scaleBuild and run VR applications for specific headsets, including Oculus, Vive, and DaydreamInteract with virtual objects using eye gaze, hand controllers, and user input eventsMove around your VR scenes using locomotion and teleportationImplement an audio fireball game using physics and particle systemsImplement an art gallery tour with teleportation and data infoDesign and build a VR storytelling animation with a soundtrack and timelinesCreate social VR experiences with Unity networkingWho this book is forIf you're a non-programmer unfamiliar with 3D computer graphics, or experienced in both but new to virtual reality, and are interested in building your own VR games or applications, then this book is for you. Any experience in Unity is an advantage.

Universal Access in Human-Computer Interaction. Methods, Technologies, and Users: 12th International Conference, UAHCI 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part I (Lecture Notes in Computer Science #10907)

by Margherita Antona Constantine Stephanidis

This two-volume set LNCS 10907 and 10908 constitutes the refereed proceedings of the 12th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions.The 49 papers presented in this volume were organized in topical sections named: design for all, accessibility and usability; alternative I/O techniques, multimodality and adaptation; non-visual interaction; and designing for cognitive disabilities.

Universal Access in Human-Computer Interaction. Virtual, Augmented, and Intelligent Environments: 12th International Conference, UAHCI 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part II (Lecture Notes in Computer Science #10908)

by Margherita Antona Constantine Stephanidis

This two-volume set LNCS 10907 and 10908 constitutes the refereed proceedings of the 12th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2018, held as part of HCI International 2018 in Las Vegas, NV, USA, in July 2018.The total of 1170 papers and 195 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4373 submissions.The 48 papers presented in this volume were organized in topical sections named: virtual and augmented reality for universal access; intelligent assistive environments; and access to the web, social media, education, culture and social innovation.

Universal Coding and Order Identification by Model Selection Methods (Springer Monographs in Mathematics)

by Élisabeth Gassiat Anna Ben-Hamou

The purpose of these notes is to highlight the far-reaching connections between Information Theory and Statistics. Universal coding and adaptive compression are indeed closely related to statistical inference concerning processes and using maximum likelihood or Bayesian methods. The book is divided into four chapters, the first of which introduces readers to lossless coding, provides an intrinsic lower bound on the codeword length in terms of Shannon’s entropy, and presents some coding methods that can achieve this lower bound, provided the source distribution is known. In turn, Chapter 2 addresses universal coding on finite alphabets, and seeks to find coding procedures that can achieve the optimal compression rate, regardless of the source distribution. It also quantifies the speed of convergence of the compression rate to the source entropy rate. These powerful results do not extend to infinite alphabets. In Chapter 3, it is shown that there are no universal codes over the class of stationary ergodic sources over a countable alphabet. This negative result prompts at least two different approaches: the introduction of smaller sub-classes of sources known as envelope classes, over which adaptive coding may be feasible, and the redefinition of the performance criterion by focusing on compressing the message pattern. Finally, Chapter 4 deals with the question of order identification in statistics. This question belongs to the class of model selection problems and arises in various practical situations in which the goal is to identify an integer characterizing the model: the length of dependency for a Markov chain, number of hidden states for a hidden Markov chain, and number of populations for a population mixture. The coding ideas and techniques developed in previous chapters allow us to obtain new results in this area. This book is accessible to anyone with a graduate level in Mathematics, and will appeal to information theoreticians and mathematical statisticians alike. Except for Chapter 4, all proofs are detailed and all tools needed to understand the text are reviewed.

Universal Design for Learning in the Early Childhood Classroom: Teaching Children of all Languages, Cultures, and Abilities, Birth – 8 Years

by Pamela Brillante Karen Nemeth

Universal Design for Learning in the Early Childhood Classroom focuses on proactively designing PreK through Grade 3 classroom environments, instruction, and assessments that are flexible enough to ensure that teachers can accommodate the needs of all the students in their classrooms. Typically developing students, gifted students, students who are impacted by poverty, children who speak multiple languages or have a home language that is different than the classroom language, and students with identified or potential developmental or learning disabilities are all covered within this highly practical, easy-to-use guide to UDL in the early years.

An Unofficial Encyclopedia of Strategy for Fortniters: Duos and Squads Strategies (Encyclopedia for Fortniters)

by Jason R. Rich

In addition to the Solo game play mode (which pits each gamer up against up to 99 others in a real-time battle), the Duos mode allows gamers to team up with one friend in a quest to defeat all other gamers during a match. Meanwhile, the Squads mode allows teams of four players to enter into a match and work together as they battle against up to 96 other gamers. The Duos and Squads game play modes are permanent features built into the game, and they’ve proven to be extremely popular, since Fortnite: Battle Royale is, for the most part, cross-platform compatible. Thus, someone experiencing the game on a PS4 can team up with a PC user, for example, to play against a random section of other gamers, in real-time. An Encyclopedia of Strategies for Fortniters: Duos and Squads Strategies will be the first book in this unofficial strategy guide series to offer in-depth coverage of Fortnite: Battle Royale’s team-oriented game play modes. Thus, this unofficial strategy guide will be chock full of proven strategies and game play tips designed to help teams achieve victory in the Fortnite: Battle Royale matches they participate in. This expanded (approximately 176-page) guide will include a comprehensive overview of the Fortnite: Battle Royale game, with a special focus on the game’s team-oriented game play modes. The full-color book will appeal to readers age 8 and up, regardless of which gaming platform they’re using. Throughout each match, gamers must: Focus on survival Avoid the deadly storm Explore the island Gather resources Build structures and fortresses Find, collect, and utilize weapons and ammunition Acquire and use loot items Engage in combat against enemy soldiers with the goal of becoming the last person alive at the end of the match When experiencing any of the team-oriented game play modes, cooperative gameplay (teamwork) and communication with team members become vital. An Encyclopedia of Duos and Squads Strategies will soon be an indispensable resource for gamers experiencing the Duos or Squads game play modes (or any of the other team-oriented game play modes added to Fortnite: Battle Royale on a temporary basis).

Unraveling the Voynich Codex (Fascinating Life Sciences)

by Arthur O. Tucker Jules Janick

Unraveling the Voynich Codex reviews the historical, botanical, zoological, and iconographic evidence related to the Voynich Codex, one of the most enigmatic historic texts of all time. The bizarre Voynich Codex has often been referred to as the most mysterious book in the world. Discovered in an Italian Catholic college in 1912 by a Polish book dealer Wilfrid Voynich, it was eventually bequeathed to the Beinecke Rare Book and Manuscript Library of Yale University. It contains symbolic language that has defied translation by eminent cryptologists. The codex is encyclopedic in scope and contains sections known as herbal, pharmaceutical, balenological (nude nymphs bathing in pools), astrological, cosmological and a final section of text that may be prescriptions but could be poetry or incantations. Because the vellum has been carbon dated to the early 15th century and the manuscript was known to be in the collection of Emperor Rudolf II of the Holy Roman Empire sometime between 1607 and 1622, current dogma had assumed it a European manuscript of the 15th century. However, based on identification of New World plants, animals, a mineral, as well as cities and volcanos of Central Mexico, the authors of this book reveal that the codex is clearly a document of colonial New Spain. Furthermore, the illustrator and author are identified as native to Mesoamerica based on a name and ligated initials in the first botanical illustration. This breakthrough in Voynich studies indicates that the failure to decipher the manuscript has been the result of a basic misinterpretation of its origin in time and place. Tentative assignment of the Voynichese symbols also provides a key to decipherment based on Mesoamerican languages. A document from this time, free from filter or censor from either Spanish or Inquisitorial authorities has major importance in our understanding of life in 16th century Mexico. Publisher's Note: For the eBook editions, Voynichese symbols are only rendered properly in the PDF format.

Unterrichtsmethoden für den Informatikunterricht

by Andreas Zendler

Zu den meisten Unterrichtsfächern findet man heute umfangreiche Standardwerke zum Thema Unterrichtsmethoden, nur für das Fach Informatik existiert keine vergleichbare Literatur. Dabei zeigt ein Blick auf die Bildungspläne aller Bundesländer, dass sich die Informatik als Unterrichtsfach in den Sekundarstufen I und II etablieren wird. Das vorliegende Buch versteht sich als ein Beitrag zur Schließung dieser Lücke in der Informatikdidaktik. Unterrichtsmethoden sind für den Lernerfolg im Unterricht von entscheidender Bedeutung und bilden auch den Dreh- und Angelpunkt dieses Buches. Unterrichtsmethode wird verstanden als klar umrissener, begrifflich herauslösbarer, selbstständiger, wenn auch integrierter Bestandteil des Unterrichts. Als Beispiele für dieses Verständnis von Unterrichtsmethoden werden unter anderem die Vor- und Nachteile des problemorientierten Unterrichts, des entdeckenden Lernens, der Computersimulation, des Frontalunterrichts und der Modellmethode für die Informatikdidaktik erläutert. So entsteht ein Überblick über 20 verschiedene und für den Informatikunterricht relevante Methoden, die anhand von Vorgehensmodellen und konkreten Beispielen für den Einsatz im Unterricht illustriert werden. Außerdem haben Informatiklehrer die verschiedenen Methoden in Hinblick auf ihre Lerneffektivität eingeschätzt. Die Grundlage für dieses erste Übersichtswerk zu Unterrichtsmethoden für den Informatikunterricht bilden verschiedene Forschungsprojekte der Pädagogischen Hochschule Ludwigsburg, die zwischen 2015 und 2018 Daten zu diesem Thema gesammelt haben. Auch dieses wissenschaftliche Fundament macht das Buch zu einer unbedingten Empfehlung für alle (angehenden) Informatiklehrer, die schon lange nach einem Titel mit Unterrichtsmaterialien für den Informatikunterricht gesucht haben.

Unterrichtsmethoden für MINT-Fächer

by Andreas Zendler

Mathematik, Informatik, Naturwissenschaften (Biologie, Chemie, Physik) und Technik - seit Jahren findet in der breiten Öffentlichkeit eine angeregte Diskussion über diese sogenannten MINT-Fächer statt. Denn das in den MINT-Fächern vermittelte Wissen ist die unverzichtbare Grundlage für die Ausbildung der in Deutschland dringend benötigten Fachkräfte. Darum fordern Politik und Wirtschaft eine stärkere Gewichtung der Fächer, aber auch eine Verbesserung der Unterrichtsqualität. Dieses Buch stellt 20 verschiedene, wissenschaftlich fundierte Methoden für den MINT-Unterricht vor und erläutert die Rolle der digitalen Medien als fächerübergreifendes Element. Die interdisziplinäre Betrachtungsweise bietet Lehrern einen umfassenden Überblick über die verschiedenen Möglichkeiten und Ansätze für den eigenen Unterricht. Für jede der vorgestellten Methoden geben die Autoren wissenschaftliche fundierte Einschätzungen zu ihrer Lerneffektivität und erleichtern so Lehrkräften die Auswahl der geeignetsten Methoden für den eigenen Unterricht. Detaillierte Unterrichtsmodelle helfen bei der Umsetzung in der Praxis. Damit erhalten Lehrer und Lehramtsstudenten einen umfassenden Einblick in die effektivsten Unterrichtsmodelle für ein prozess- und ergebnisorientiertes Lernen in den MINT-Fächern. Dieses Buch lässt sich ideal fächerübergreifend einsetzen und dient dazu, die Lerneffektivität speziell im MINT-Unterricht bei Schülerinnen und Schülern zu verbessern.

Uproarious Riddles for Minecrafters: Mobs, Ghasts, Biomes, and More (Jokes for Minecrafters)

by Brian Boone Amanda Brack

Uproarious Riddles for Minecrafters is the fifth book in the Jokes for Minecrafters series, which is complete with more than eight hundred riddles! "Dig in" to these funny brainteasers about Minecraft mobs, tools, and biomes that will really make you think! You'll have such a BLAST reading all of these crafty riddles and jokes. All of your favorite parts of the Minecraft game are included in the book, and the riddles will have you continuing the Minecraft fun! <p><p> For kids ages five and up, this is the perfect book for at home, at school, or really anywhere! You’ll enjoy telling these silly jokes to your friends and family. As a bonus there are silly illustrations throughout for extra laughs!

Urban Wind Environment: Integrated Climate Sensitive Planning And Design (Springerbriefs In Architectural Design And Technology Ser.)

by Chao Yuan

In the context of urbanization and compact urban living, conventional experience-based planning and design often cannot adequately address the serious environmental issues, such as thermal comfort and air quality. The ultimate goal of this book is to facilitate a paradigm shift from the conventional experience-based ways to a more scientific, evidence-based process of decision making in both urban planning and architectural design stage. This book introduces novel yet practical modelling and mapping methods, and provides scientific understandings of the urban typologies and wind environment from the urban to building scale through real examples and case studies. The tools provided in this book aid a systematic implementation of environmental information from urban planning to building design by making wind information more accessible to both urban planners and architects, and significantly increasing the impact of urban climate information on the practical urban planning and design. This book is a useful reference book to architectural postgraduates, design practitioners and planners, urban climate researchers, as well as policy makers for developing future livable and sustainable cities.

Usability Matters: Mobile-first UX for developers and other accidental designers

by Matt Lacey

SummaryUsability Matters: Mobile-first UX for developers and other accidental designers gives you practical advice and guidance on how to create attractive, elegant, and useful user interfaces for native and web-based mobile apps. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.About the TechnologyJust because a mobile app works doesn't mean real people are going to like it. Usability matters! Most mobile developers wind up being part-time designers, and mastering a few core principles of mobile UI can make the difference between app and crap. About the BookUsability Matters is a guide for developers wrestling with the subtle art of mobile design. With each expertly presented example, app developer and designer Matt Lacey provides easy-to-implement techniques that instantly boost your design IQ. Skipping highbrow design theory, he addresses topics like gracefully handling network dropouts and creating intuitive data inputs. Read this book and your apps will look better, your users will be happier, and you might even get some high-fives at the next design review. What's InsideUnderstanding your users Optimizing input and output Creating fast, responsive experiences Coping with poor network conditions Managing power and resources About the ReaderThis book is for mobile developers working on native or web-based apps. About the AuthorMatt Lacey is an independent mobile developer and consultant and a Microsoft MVP. He's built, advised on, and contributed to apps for social networks, film and TV broadcasters, travel companies, banks and financial institutions, sports companies, news organizations, music-streaming services, device manufacturers, and electronics retailers. These apps have an installed base of more than 500,000,000 users and are used every day around the world.Matt previously worked at a broad range of companies, doing many types of development. He has worked at startups, small ISVs, national enterprises, and global consultancies, and written software for servers, desktops, devices, and industrial hardware in more languages than he can remember. He lives in the UK with his wife and two children. Table of Contents IntroductionPart 1 - ContextWho's using the app?Where and when is the app used?What device is the app running on?Part 2- InputHow people interact with the appUser-entered dataData not from a userPart 3 - OutputDisplaying items in the appNon-visible outputPart 4 - ResponsivenessUnderstanding the perception of timeMaking your app start fastMaking your app run fastPart 5 - ConnectivityCoping with varying network conditionsManaging power and resources

Usando o Snapchat: Guia para o Aplicativo, Filtros, Emojis, Lentes, Fontes, Streaks & Muito Mais!

by Ken Rogers André Rodrigues

Um guia passo a passo sobre como usar e dominar o Snapchat. Aprenda a enviar mensagens, usar bitmojis, editar snaps, criar stories, transferir dinheiro e muito mais!

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