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Jessica Brown

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  1. Advances in Genetic Programming /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Advances in Genetic Programming by Kenneth E. Kinnear, Peter J. Angeline, Lee Spector Publisher MIT Press Published Date 1994 Page Count 476 Categories Computers / Artificial Intelligence / General, Computers / Computer Science, Computers / Artificial Intelligence / Computer Vision & Pattern Recognition, Computers / Programming / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0262194236 Genetic programming, a form of genetic algorithm that evolves programs and program-like executable structures, is a new paradigm for developing reliable, time- and cost-effective applications. The second volume of Advances in Genetic Programming highlights many of the most recent technical advances in this increasingly popular field. The twenty-three contributions are divided into four parts: Variations on the Genetic Programming Theme; Hierarchical, Recursive, and Pruning Genetic Programs; Analysis and Implementation Issues; and New Environments for Genetic Programming. The first part extends the core concepts of genetic programming through the addition of new evolutionary techniques -- adaptive and self-adaptive crossover methods, hill climbing operators, and the inclusion of introns into the representation. Creating more concise executable structures is a long-term research topic in genetic programming. The second part describes the field's most recent efforts, including the dynamic manipulation of automatically defined functions, evolving logic programs that generate recursive structures, and using minimum description length heuristics to determine when and how to prune evolving structures. The third part takes up the many implementation and analysis issues associated with evolving programs. Advanced applications of genetic programming to nontrivial real-world problems are described in the final part: remote sensing of pressure ridges in Arctic sea ice formations from satellite imagery, economic prediction through model evolution, the evolutionary development of stress and loading models for novel materials, and data mining of a large customer database to optimize responses to special offers. More Information
  2. Android Game Recipes /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Android Game Recipes A Problem-Solution Approach by Jerome DiMarzio Publisher Apress Published Date 2014-01-23 Page Count 256 Categories Computers / Programming / Games, Computers / Data Processing, Computers / Information Technology, Computers / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430257652 Android game apps are typically the most popular type of Android apps in the various Google Play, Amazon Appstore and other Android app stores. So, beyond the Android game tutorials out there, what about a day-to-day handy and complete code reference for Android game developers? Android Game Recipes is your first, reliable game coding reference for today's Android game apps. This book provides easy to follow real world game code problems and solutions, including source code. This book covers code recipe solutions that are common to 2D game development problems such as designing a game menu, collision detection, moving characters, moving backgrounds and more. This book also includes how to work with player input, how to add multiple levels, how to create game graphics for different screen resolution, and how to work with device sensors. After reading and using this book, you'll have the templated code snippets, solutions and frameworks to apply to your game app design to build your game, customize it, and then sell it on the Android app stores. More Information
  3. Program Arcade Games /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Program Arcade Games With Python and Pygame by Paul Craven Publisher Apress Published Date 2015-12-31 Page Count 392 Categories Computers / Programming / Games, Computers / Programming / General, Computers / Programming Languages / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 148421790X Learn and use Python and PyGame to design and build cool arcade games. In Program Arcade Games: With Python and PyGame, Second Edition, Dr. Paul Vincent Craven teaches you how to create fun and simple quiz games; integrate and start using graphics; animate graphics; integrate and use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able to learn to program and build simple arcade game applications using one of today's most popular programming languages, Python. You can even deploy onto Steam and other Linux-based game systems as well as Android, one of today's most popular mobile and tablet platforms. You'll learn: How to create quiz games How to integrate and start using graphics How to animate graphics How to integrate and use game controllers How to add sound and bit-mapped graphics How to build grid-based games Audience“div>This book assumes no prior programming knowledge. More Information
  4. Beginning 3D Game Development with Unity 4 /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Beginning 3D Game Development with Unity 4 All-in-one, multi-platform game development by Sue Blackman Publisher Apress Published Date 2013-09-20 Page Count 808 Categories Computers / Programming / Games, Computers / Computer Vision & Pattern Recognition, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430249005 Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production. This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create interactive games, ideal in scope for today's casual and mobile markets, while also giving you a firm foundation in game logic and design. The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand. In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, dialogue trees for character interaction, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map. With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design. By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games. More Information
  5. Artificial Intelligence and Games /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Artificial Intelligence and Games by Georgios N. Yannakakis, Julian Togelius Publisher Springer Published Date 2018-02-17 Page Count 337 Categories Computers / Artificial Intelligence / General, Computers / Programming / Games, Technology & Engineering / Engineering (General), Computers / User Interfaces, Computers / Data Science / General, Computers / Information Technology, History / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3319635190 This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading. More Information
  6. The Game Maker's Apprentice /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } The Game Maker's Apprentice Game Development for Beginners by Jacob Habgood, Mark Overmars Publisher Apress Published Date 2006-12-31 Page Count 314 Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Information Technology Language EN Average Rating 5 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 1430201592 Way back when Mario was still a mere twinkling in Miyamoto’s eye, I was the proud owner of a state-of-the-art Commodore 64 microcomputer. It came with a game development s- tem called “The Quill,” which allowed anyone to create their own text-based adventure games. It may have been incredibly crude, but it suddenly put at my fingertips the thrill of enterta- ing my nearest and dearest by devising “interactive challenges” of my own. Unfortunately, I knew little about game design, and rather than easing my players into a new and alien world, I treated them as opponents that had to be defeated before they could reach the end. Their sp- its crushed, they left, never to return . . . It took me years of playing a variety of good (and bad) games to eventually learn how to treat the player to the game-playing experience that their investment of time and money deserved. It took just hours of reading this book to wish I’d had its invaluable guidelines and the accompanying Game Maker tool to help me take my own first steps into game devel- ment all those years ago. More Information
  7. HTML5 Game Development Insights /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } HTML5 Game Development Insights by Colt McAnlis, Peter Lubbers, Brandon Jones, Andrzej Mazur, Sean Bennett, Bruno Garcia, Shun Lin, Ivan Popelyshev, Jon Howard, Ian Ballantyne, Takuo Kihira, Jesse Freeman, Tyler Smith, Don Olmstead, Jason Gauci, John McCutchan, Chad Austin, Mario Andres Pagella, Florian dErfurth, Duncan Tebbs Publisher Apress Published Date 2014-04-19 Page Count 476 Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430266988 HTML5 Game Development Insights is a from-the-trenches collection of tips, tricks, hacks, and advice straight from professional HTML5 game developers. The 24 chapters here include unique, cutting edge, and essential techniques for creating and optimizing modern HTML5 games. You will learn things such as using the Gamepad API, real-time networking, getting 60fps full screen HTML5 games on mobile, using languages such as Dart and TypeScript, and tips for streamlining and automating your workflow. Game development is a complex topic, but you don't need to reinvent the wheel. HTML5 Game Development Insights will teach you how the pros do it.The book is comprised of six main sections: Performance; Game Media: Sound and Rendering; Networking, Load Times, and Assets; Mobile Techniques and Advice; Cross-Language JavaScript; Tools and Useful Libraries. Within each of these sections, you will find tips that will help you work faster and more efficiently and achieve better results.Presented as a series of short chapters from various professionals in the HTML5 gaming industry, all of the source code for each article is included and can be used by advanced programmers immediately. More Information
  8. The Advanced Game Developer's Toolkit /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } The Advanced Game Developer's Toolkit Create Amazing Web-based Games with JavaScript and HTML5 by Rex van der Spuy Publisher Apress Published Date 2017-07-04 Page Count 185 Categories Computers / Programming / Games, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484210972 Master the most important skills and techniques you need to know for professional HTML5 and JavaScript 2D game development. This book delves into many of the great classic techniques of video game design. You’ll discover how to develop games and game levels using Tiled Editor, how to implement tile-based collision, how to design advanced pathfinding and enemy AI systems, the fundamentals of broad-phase collision, and how to make isometric games. All the techniques and supporting code are explained in an easy-to-understand manner and written in a general way so that they can be applied to any game engine or technology that you’re comfortable using. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book as the basis for making games for desktops, mobile phones, tablets, or the Web. The Advanced Game Developer's Toolkit is a great next step if you already have some JavaScript game-making- experience, or a great continuation if you've already read Advanced Game Design with HTML5 and JavaScript by the same author. What You'll Learn Work with advanced tile-based design techniques for puzzle, platform and maze games Use Tiled Editor to build game worlds Build path-finding and AI systems using Line of Sight and A* (A-Star) Make isometric games Manage complexity to build games of any size that scale seamlessly Who This Book Is For Video game developers with some experience who want to learn the essential techniques they need to know to take their skills to the next level and for readers who want to understand and fine-tune every line of code they write, without resorting to quick fixes. More Information
  9. eSports is Business /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } eSports is Business Management in the World of Competitive Gaming by Tobias M. Scholz Publisher Springer Published Date 2019-02-20 Page Count 155 Categories Business & Economics / Management, Business & Economics / Production & Operations Management, Business & Economics / E-Commerce / General, Computers / Programming / Games, Business & Economics / Strategic Planning, Business & Economics / Research & Development Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3030111997 The global phenomenon of eSports has experienced exponential growth in recent years, gaining interest from the media, sports and technology industries. Being born digital, global and agile, competitive gaming appeals to a young and emerging audience, and therefore the management of businesses within the eSports industry requires a unique strategy. Presenting a short history of the industry and an overview of its various stakeholders, the author explores how important governing principles have emerged to culminate in a business model network. An insightful read for scholars researching innovation, eBusiness and strategy, this book takes a pioneering approach and examines potential implications for the future of eSports. More Information
  10. Gamers at Work /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Gamers at Work Stories Behind the Games People Play by Morgan Ramsay Publisher Apress Published Date 2012-06-08 Page Count 356 Categories Computers / Programming / Games, Computers / Electronic Commerce, Computers / Information Technology, Computers / Desktop Applications / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430233524 "Gamers at Work is a critical resource for new and experienced business leaders—for anyone who feels unprepared for the demanding and seemingly insurmountable trials ahead of them." —Peter Molyneux OBE, founder, Lionhead Studios "Gamers at Work explores every imaginable subtlety of the video-game industry through the fascinating stories of those who took the risks and reaped the rewards." —Hal Halpin, president, Entertainment Consumers Association "This is the sort of book that can tear the most hardcore gamers away from their PCs, Macs, or consoles for a few hours of rewarding reading." —North County Times "Gamers at Work is truly an invaluable resource that's well worth adding to your personal library." —Wii Love It There are few companies in the video-game industry that have withstood the test of time; most startups exit as quickly as they enter. In Gamers at Work: Stories Behind the Games People Play, the countless challenges of building successful video-game developers and publishers in this unstable industry are explored through interviews containing entertaining stories, humorous anecdotes, and lessons learned the hard way. Gamers at Work presents an inside look at how 18 industry leaders play the odds, seize opportunities, and transform small businesses into great businesses. Here, in Gamers at Work, you will find their stories replete with their personal struggles, corporate intrigue, and insights into strategy, leadership, and management. Gamers at Work: Explores the formation of entertainment software companies from the perspectives of successful founders who played the odds Provides insight into why experienced professionals sacrifice the comfort of gainful employment for the uncertainty and risk of the startup Shares the experiences and lessons that shape the lives, decisions, and struggles of entrepreneurs in this volatile businessAs an added bonus, check out Online Game Pioneers at Work, published in 2015, for even more incredible stories from leaders in the mobile space. Featured Entrepreneurs: Trip Hawkins, Electronic Arts (Madden NFL) Nolan Bushnell, Atari (Pong) Wild Bill Stealey, MicroProse Software (Sid Meier's Civilization) Tony Goodman, Ensemble Studios (Age of Empires) Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the Old Republic II) Tim Cain, Troika Games (Arcanum, Vampire: the Masquerade—Bloodlines) Warren Spector, Junction Point Studios (Disney Epic Mickey) Doug & Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego) Don Daglow, Stormfront Studios (Neverwinter Nights, Tony La Russa Baseball) John Smedley, Verant Interactive (EverQuest, PlanetSide) Ken Williams, Sierra On-Line (King's Quest, Leisure Suit Larry) Lorne Lanning, Oddworld Inhabitants (Oddworld) Chris Ulm, Appy Entertainment (FaceFighter, Trucks & Skulls) Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear) Christopher Weaver, Bethesda Softworks (The Elder Scrolls) Jason Rubin, Naughty Dog (Crash Bandicoot, Uncharted) Ted Price, Insomniac Games (Spyro, Resistance) Other books in the Apress At Work Series: Coders at Work, Seibel, 978-1-4302-1948-4 Venture Capitalists at Work, Shah & Shah, 978-1-4302-3837-9 CIOs at Work, Yourdon, 978-1-4302-3554-5 CTOs at Work, Donaldson, Seigel, & Donaldson, 978-1-4302-3593-4 Founders at Work, Livingston, 978-1-4302-1078-8 European Founders at Work, Santos, 978-1-4302-3906-2 Women Leaders at Work, Ghaffari, 978-1-4302-3729-7 Advertisers at Work, Tuten, 978-1-4302-3828-7 More Information
  11. Beginning XNA 3.0 Game Programming /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Beginning XNA 3.0 Game Programming From Novice to Professional by Bruno Evangelista, Alexandre Santos Lobao, Riemer Grootjans, Jose ANTONIO LEAL DEFARIAS Publisher Apress Published Date 2009-05-31 Page Count 448 Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430218185 It’s hard to believe the runaway popularity XNA has achieved in the short period of time since it was released in late 2006. At that time, I got together with a couple friends to check out (with some trepidation, I must confess) whether games really could be written in managed code. We were very excited, and everyone wanted to know if you could get the same benefits you obtain from writing games using managed code as you do when creating standard Windows programs. We knew people in the game programming community were worried about managed code’s execution speed, and many people simply didn’t believe a “real” game could be created using XNA. As time passed, though, more and more people began to realize the truth: there are a great number of benefits to using managed code, and the performance concerns are exaggerated. You haven’t experienced the full potential of the Xbox 360 or, indeed, Windows until you’ve created your own homegrown games for these innovative systems—and with the XNA Framework, the only limit is your imagination! From an educational perspective, due to its simplicity, XNA is also a great choice for anyone who wants to learn or teach the C# programming language. That’s not to mention the fact that game development offers an excellent common ground for collaboration between computer science students and their counterparts in other disciplines such music, the arts, design, and so on. More Information
  12. Video Games and Well-being /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Video Games and Well-being Press Start by Rachel Kowert Publisher Springer Nature Published Date 2019-12-02 Page Count 166 Categories Psychology / Clinical Psychology, Psychology / Applied Psychology, Social Science / Media Studies, Computers / Programming / Games, Medical / Psychiatry / General, Education / Computers & Technology, Psychology / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 3030327701 This book examines how video game mechanics and narratives can teach players skills associated with increased psychological well-being. It integrates research from psychology, education, ludology, media studies, and communication science to demonstrate how game play can teach skills that have long been associated with increased happiness and prolonged life satisfaction, including flexible thinking, openness to experience, self-care, a growth mindset, solution-focused thinking, mindfulness, persistence, self-discovery and resilience. The chapters in this volume are written by leading voices in the field of game studies, including researchers from academia, the video gaming industry, and mental health practitioners paving the way in the field of “geek therapy.” This book will advance our understanding of the potential of video games to increase our psychological well-being by helping to mitigate depression, anxiety, and stress and foster persistence, self-care, and resilience. More Information
  13. XNA 3.0 Game Programming Recipes /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } XNA 3.0 Game Programming Recipes A Problem-Solution Approach by Riemer Grootjans Publisher Apress Published Date 2009-05-26 Page Count 649 Categories Computers / Programming / Games, Computers / Software Development & Engineering / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430218568 Join the game development revolution today! XNA 3.0 greatly simplifies the development of your own games, lowering the barrier for programmers to get into game development. In XNA, you can start coding your games from the very start, a true revelation compared to other game programming environments. XNA doesn’t sacrifice power for this ease of use—it is built entirely on DirectX technology. Completely updated for XNA 3.0, expert Riemer Grootjans brings together a selection of the hottest recipes in XNA programming for the Xbox 360, PC, and Zune. Advanced XNA programmers, experienced coders new to game development, and even complete beginners will find XNA 3.0 Game Programming Recipes an invaluable companion whether building games for fun or as commercial products. More Information
  14. Bottlenecks /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Bottlenecks Aligning UX Design with User Psychology by David C. Evans Publisher Apress Published Date 2017-02-11 Page Count 260 Categories Computers / User Interfaces, Psychology / Applied Psychology, Computers / Data Processing, Social Science / Media Studies, Computers / Programming / Games, Computers / Operating Systems / General, Psychology / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484225805 Learn the psychological constrictions of attention, perception, memory, disposition, motivation, and social influence that determine whether customers will be receptive to your digital innovations. Bottlenecks: Aligning UX Design with User Psychology fills a need for entrepreneurs, designers, and marketing professionals in the application of foundational psychology to user-experience design. The first generation of books on the topic focused on web pages and cognitive psychology. This book covers apps, social media, in-car infotainment, and multiplayer video games, and it explores the crucial roles played by behaviorism, development, personality, and social psychology. Author David Evans is an experimental psychology Ph.D. and senior manager of consumer research at Microsoft who recounts high-stakes case studies in which behavioral theory aligned digital designs with the bottlenecks in human nature to the benefit of users and businesses alike. Innova tors in design and students of psychology will learn: The psychological processes determining users’ perception of, engagement with, and recommendation of digital innovations Examples of interfaces before and after simple psychological alignments that vastly enhanced their effectiveness Strategies for marketing and product development in an age of social media and behavioral targeting Hypotheses for research that both academics and enterprises can perform to better meet users’ needs Who This Book Is For Designers and entrepreneurs will use this book to give their innovations an edge on what are increasingly competitive platforms such as apps, bots, in-car apps, augmented reality content. Usability researchers and market researchers will leverage it to enhance their consulting and reporting. Students and lecturers in psychology departments will want it to help land employment in the private sector. Praise “Bottlenecks’ is a tight and eminently actionable read for business leaders in startups and enterprises alike. Evans gives us a rich sense of key psychological processes and even richer examples of them in action.” - Nir Eyal, Author of Hooked: How to Build Habit-Forming Products “Clients frequently ask our UX researchers and designers for deeper truths about why certain designs work and others fail. Bottlenecks offers practical explanations and evidence based on the idea that human cognition did not begin with the digital age.” - John Dirks, UX Director and Partner, Blink UX “Bottlenecks brings together two very important aspects of user experience design: understanding users and translating this into business impact. A must-read for anyone who wants to learn both.” - Josh Lamar, Sr. UX Lead, Microsoft Outlook More Information
  15. Beginning Java 8 Games Development /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Beginning Java 8 Games Development by Wallace Jackson Publisher Apress Published Date 2014-12-04 Page Count 492 Categories Computers / Programming / Games, Computers / Programming Languages / General, Computers / Programming / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484204158 Beginning Java 8 Games Development, written by Java expert and author Wallace Jackson, teaches you the fundamentals of building a highly illustrative game using the Java 8 programming language. In this book, you'll employ open source software as tools to help you quickly and efficiently build your Java game applications. You'll learn how to utilize vector and bit-wise graphics; create sprites and sprite animations; handle events; process inputs; create and insert multimedia and audio files; and more. Furthermore, you'll learn about JavaFX 8, now integrated into Java 8 and which gives you additional APIs that will make your game application more fun and dynamic as well as give it a smaller foot-print; so, your game application can run on your PC, mobile and embedded devices. After reading and using this tutorial, you'll come away with a cool Java-based 2D game application template that you can re-use and apply to your own game making ambitions or for fun. More Information
  16. Beginning Lua with World of Warcraft Add-ons /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Beginning Lua with World of Warcraft Add-ons by Paul Emmerich Publisher Apress Published Date 2009-12-19 Page Count 512 Categories Computers / Programming / Games, Computers / Programming / General, Computers / Information Technology Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430223723 If you play World of Warcraft, chances are you know what Deadly Boss Mods is: it's the most widely downloaded modification available for World of Warcraft, considered required software for many professional raid guilds, and arguably the most popular modern video game mod in history. Paul Emmerich, the author of Deadly Boss Mods, will take you from novice to elite with his approachable, up-to-date guide to building add-ons for the most popular video game in history. Using the powerful Lua scripting language and XML, you'll learn how to build and update powerful mods that can fundamentally remake your World of Warcraft experience and introduce you to the field of professional software development. Beginning Lua with World of Warcraft Add-ons teaches you the essentials of Lua and XML using exciting code examples that you can run and apply immediately. You'll gain competence in Lua specifics like tables and metatables and the imperative nature of Lua as a scripting language. More advanced techniques like file persistence, error handling, and script debugging are made clear as you learn everything within the familiar, exciting context of making tools that work in Azeroth. You'll not only learn all about the World of Warcraft application programming interface and programming, and gain coding skills that will make all your online friends think you're a coding god, but also gain hands-on Lua scripting experience that could translate into an exciting job in the video game industry! More Information
  17. Beginning Android Tablet Games Programming /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Beginning Android Tablet Games Programming by Jeremy Kerfs Publisher Apress Published Date 2012-01-13 Page Count 196 Categories Computers / Programming / Games, Computers / Data Processing, Computers / User Interfaces, Computers / Information Technology, Computers / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430238534 Android games programmers now have the power to write games for Android tablets. Beginning Android Tablet Games Programming explains how to enhance your Android games using the new tablet interface and the additional screen estate. You'll learn how to bring your programming skills up to date and into a world where touch screens, games physics, and artificial intelligence come together in new and surprising ways. Beginning Android Tablet Games Programming shows how to quickly and easily set up an Android development environment—in no time at all, you'll be programming away. You'll begin with some simple games using sprites and choreographed movement. Next, you'll learn how to handle user input in the modern age of touch screens and motion. Along the way, you'll discover how to use that extra screen space on a tablet to provide more relaxed and more interesting user interactions in your games. You'll learn how to use sound and music, for instance, to make your application menus more user-friendly. The Android operating system has recently acquired multicore functionality to meet the demands of multicore devices now entering the tablet market. With Beginning Android Tablet Games Programming, you'll discover how to harness that new power with your games programming through more process-demanding and fun techniques, including physics modeling, rich game world representation, artificial intelligence, and multiplayer interactions. Throughout each chapter of Beginning Android Tablet Games Programming, you'll find code that you can add or adapt to your own games to create the components you want. You can also work up to wrapping everything together into a complete Mario-type example game. Finally, when you have your first games ready, learn how developers have released their games and made a profit. You'll find tips on how to present your games in the Android and other application markets, and a solid approach to games marketing and monetization. More Information
  18. IT Through Experiential Learning /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } IT Through Experiential Learning Learn, Deploy and Adopt IT through Gamification by Shreekant W Shiralkar Publisher Apress Published Date 2016-11-18 Page Count 98 Categories Computers / Programming / Games, Computers / Data Processing, Computers / Information Technology, Political Science / Public Affairs & Administration, Computers / System Administration / Storage & Retrieval, Computers / Software Development & Engineering / Systems Analysis & Design Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484224213 This concise book shows you how experiential learning can be used to overcome the challenges posed in applying and delivering information technology (IT) to your business needs through an innovative, game-based approach. Technology innovations and evolving business models are part of a rapid change that is forcing corporate and management professionals to learn, deploy, and adopt IT in new ways in order to maintain a competitive advantage. Many are doing this through experiential learning. You’ll begin by reviewing the basics of experiential learning and its relevance to IT, followed by six chapters that apply the hands-on concept through various scenarios. Make IT Through Experiential Learning one of your valued resources today. What You'll Learn: Innovative and proven IT-related application scenarios Generic management and leadership skill development Guidance for applying the learning methods for generating extraordinary results over conventional methods Who This Book Is For: IT professionals, higher education students, and those engaged in training and organizational development. More Information
  19. MMOs from the Inside Out /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } MMOs from the Inside Out The History, Design, Fun, and Art of Massively-multiplayer Online Role-playing Games by Richard A. Bartle Publisher Apress Published Date 2015-12-30 Page Count 735 Categories Computers / Programming / Games, Computers / Computer Science, Computers / Information Technology, Computers / System Administration / Storage & Retrieval Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1484217241 This is an astonishing collection of ideas, information, and instruction from one of the true pioneers of Massively-Multiplayer Online Role-Playing Games. MMOs from the Inside Out: The History, Design, Fun, and Art of Massively-Multiplayer Role-playing Games speaks to the designers and players of MMOs, taking it as axiomatic that such games are inspirational and boundless forces for good. The aim of this book is to enthuse an up-coming generation of designers, to inspire and educate players and designers-to-be, and to reinvigorate those already working in the field who might be wondering if it’s still all worthwhile. Playing MMOs is about fun, immersion, and identity. Creating MMOs is about imagination, expression, and art. MMOs are so packed with potential that today's examples are little more than small, pioneering colonies on the shore of a vast, uncharted continent. What wonders wait beyond the horizon? What treasures will explorers bring back to amaze us? MMOs from the Inside Out is for people with a spark of creativity: it pours gasoline on that spark. It:Explains what MMOs are, what they once were, and what they could – and should – become.Delves into why players play, and why designers design.Encourages, enthuses, enrages, engages, enlightens, envisions, and enchants.Doesn't tell you what to think, it tells you to think. What You Will Learn:Myriad ways to improve MMOs – and to decide for yourself whether these are improvements.What MMOs are; who plays them, and why.How MMOs became what they are, and what this means for what they will become.That you have it in you to make MMOs yourself. Whom This Book is For:MMOs from the Inside Out is a book for those who wish to know more about game design in general and MMO design in particular. It's for people who play MMOs, for people who design MMOs, and for people who study MMOs. It's for people with a yearning to see beyond the world around them and to make manifest the worlds of their imagination. More Information
  20. Foundation Game Design with Flash /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Foundation Game Design with Flash by Rex van der Spuy Publisher Apress Published Date 2009-07-21 Page Count 650 Categories Computers / Programming / Games, Computers / Interactive & Multimedia, Computers / Information Technology, Computers / Desktop Applications / Design & Graphics Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1430218223 So you want to make a video game. Where do you start? What do you need to learn? To whom can you look for help? If you’ve ever asked any of these questions, you’ll know how difficult it is to find the answers. I asked myself these same questions many years ago in a little village outside of Bangalore, India, where I was teaching programming and interactive media at an international school. All my students were playing games and they all wanted to create games, but there were no comp- hensive books or online resources available on how to do this. A little bit of research turned up something surprising: not only did basic game design require relatively little programming knowledge but the same set of techniques could also be used over and over again in different contexts to create completely different kinds of games. It was fun to do, the results were immediate, and it was a great creative outlet. The result of this research was an in-house textbook on game design that formed the basis of three high school–level courses and inspired the writing of this book. More Information
  21. Office 2000: The Complete Reference /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Office 2000: The Complete Reference by Stephen L. Nelson Publisher McGraw Hill Professional Published Date 1999-05-22 Page Count 1040 Categories Computers / Internet / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0072132892 The #1 Office Suite extends desktop productivity to the Web--allowing users to streamline work, collaborate with others, and manage information easier than every before! Unique "Office 2000 At-a-Glance" pages reveal expert tips and techniques. Complete coverage of the entire suite, program by program, including Access, Outlook, Explorer,and Publisher. Bonus CD-ROM includes hundreds of exam questions covering all the material on the MOUS exam, and a fully hyperlinked electronic book, templates, samples, and shareware programs. More Information
  22. Information Visualization in Data Mining and Knowledge Discovery /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Information Visualization in Data Mining and Knowledge Discovery by Usama M. Fayyad, Georges G. Grinstein, Andreas Wierse Publisher Elsevier Science & Technology Books Published Date 2002 Page Count 407 Categories Computers / Software Development & Engineering / Computer Graphics, Computers / Data Science / Data Analytics, Computers / Artificial Intelligence / Expert Systems, Computers / System Administration / Storage & Retrieval, Computers / Data Science / Data Visualization Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 1558606890 Mainstream data mining techniques significantly limit the role of human reasoning and insight. Likewise, in data visualization, the role of computational analysis is relatively small. The power demonstrated individually by these approaches to knowledge discovery suggests that somehow uniting the two could lead to increased efficiency and more valuable results. But is this true? How might it be achieved? And what are the consequences for data-dependent enterprises? book to ask and answer these thought-provoking questions. It is also the first book to explore the fertile ground of uniting data mining and data visualization principles in a new set of knowledge discovery techniques. Leading researchers from the fields of data mining, data visualization, and statistics present findings organized around topics introduced in two recent international knowledge discovery and data mining workshops. Collected and edited by three of the area's most influential figures, these chapters introduce the concepts and components of visualization, detail current efforts to include visualization and user interaction in data mining, and explore the potential for further synthesis of data mining algorithms and data visualization techniques. This incisive, groundbreaking research is sure to wield a strong influence in subsequent efforts in both academic and corporate settings. More Information
  23. Macromedia Flash MX Game Design Demystified /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Macromedia Flash MX Game Design Demystified The Official Guide to Creating Games with Flash by Jobe Makar Publisher Macromedia Press Published Date 2003 Page Count 626 Categories Computers / Programming / Games, Computers / Desktop Applications / Desktop Publishing, Computers / Internet / Web Programming, Computers / Electronic Publishing, Computers / Design, Graphics & Media / Video & Animation, Computers / Design, Graphics & Media / Graphics Tools, Games & Activities / Video & Mobile Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0201770210 So you wanna be a hotshot game designer? Well, if you have a basic grasp of Macromedia Flash MX, you can. Unafraid to tackle some of the more complicated aspects of game creation (including physics and trigonometry!), this comprehensive reference covers it all. Macromedia Flash Game Design Demystified starts out with the basics: planning, adapting ActionScript techniques, using introductory Flash game techniques, and more. Then it gets down to the real business of building simple games. You'll tackle simple-logic and quiz games before moving on to multiplayer and complex-logic games (chess, for example)--learning about importing 3-D graphics, adding sound effects, and licensing your games in the process. The book's companion CD includes the source files for a number of games as well as the tutorials and lessons that go along with the book and XML server software to facilitate multiplayer games. If you're tired of the games that you have and want to make your own action, this book offers comprehensive coverage of sophisticated techniques--but put in easy-to-grasp, practical terms. More Information
  24. Jessica Brown posted a post in a topic in Computers
    Operating System Concepts /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } Operating System Concepts by Abraham Silberschatz, Peter B. Galvin Publisher Addison-Wesley Published Date 1994 Page Count 780 Categories Computers / Operating Systems / General Language EN Average Rating N/A (based on N/A ratings) Maturity Rating No Mature Content Detected ISBN 0201504804 The fourth edition of this book has expanded coverage of memory management (modern computer architectures) and file system design and implementation. The book features expanded discussion of parallel, distributed and real-time systems. It now includes a tutorial appendix based on the NACHOS operating system, new material on atomicity and expanded coverage of protection and security. All the hardware issues in this edition are covered in one chapter for ease of understanding. Common operating systems (MS-DOS, OS/2, Macintosh, SunOS 5) are used throughout the book to illustrate concepts and to provide examples of performance characteristics. The coverage of UNIX and the Mach operating system has also been expanded. All the chapters include a summary and exercises. More Information
  25. The Mathematical Theory of Finite Element Methods /* Scoped styles for the book post */ #book-post { padding: 20px; } #book-post .post-container { padding: 20px; border-radius: 8px; max-width: 800px; box-shadow: 0 2px 5px rgba(0,0,0,0.1); } #book-post .post-header { margin-bottom: 20px; } #book-post .post-header h1 { margin: 0; font-size: 2em; } #book-post .post-header h2 { margin: 0; font-size: 1.2em; } #book-post .book-details { width: 100%; border-collapse: collapse; margin-bottom: 20px; } #book-post .book-details th, #book-post .book-details td { border: 1px solid oklch(0.351 0.0176 260); padding: 8px; text-align: left; } #book-post .book-cover { max-width: 200px; border-radius: 8px; margin: 0 auto; padding-left: 15px; float: right; } #book-post .description { line-height: 1.6; } #book-post .info-link { display: block; margin-top: 20px; } The Mathematical Theory of Finite Element Methods by Susanne Brenner, L. Ridgway Scott Publisher Springer Science & Business Media Published Date 2002-04-12 Page Count 363 Categories Mathematics / Counting & Numeration, Computers / Intelligence (AI) & Semantics, Technology & Engineering / Mechanical, Mathematics / Functional Analysis, Mathematics / Numerical Analysis, Mathematics / Probability & Statistics / Stochastic Processes, Science / Mechanics / Solids Language EN Average Rating 5 (based on 1 ratings) Maturity Rating No Mature Content Detected ISBN 0387954511 Mathematics is playing an ever more important role in the physical and biological sciences, provoking a blurring of boundaries between scientific disciplines and a resurgence of interest in the modern as well as the classical techniques of applied mathematics. This renewal of interest, both in re search and teaching, has led to the establishment of the series Texts in Applied Mathematics (TAM). The development of new courses is a natural consequence of a high level of excitement on the research frontier as newer techniques, such as numeri cal and symbolic computer systems, dynamical systems, and chaos, mix with and reinforce the traditional methods of applied mathematics. Thus, the purpose of this textbook series is to meet the current and future needs of these advances and to encourage the teaching of new courses. T AM will publish textbooks suitable for use in advanced undergraduate and beginning graduate courses, and will complement the Applied Mathe matical Sciences (AMS) series, which will focus on advanced textbooks and research-level monographs. More Information

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