This book is a study of the psychology, neuroscience, and philosophy of creativity, originality, and inspiration viewed from the lens of a seasoned game developer.
"e;Computer Aided Design of 3D Printable Anatomically Shaped Medical Devices: Methodologies and Applications"e; presents a comprehensive framework for designing 3D printable medical devices tailored to individual anatomies.
Playtesting Best Practices: Real World and Online covers the complete journey of playtesting - the iterative journey to shape and refine tabletop games from raw ideas to balanced and fun games.
Industrial Design in Britain (1976) describes the industrial design movement in Britain from its origins, when it broke away from the Arts and Crafts in 1915, until 1945 when its vital importance to industry was officially recognised, and the Council of Industrial Design was established with a grant from the Government.
While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations.
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.
Industrial Design in Britain (1976) describes the industrial design movement in Britain from its origins, when it broke away from the Arts and Crafts in 1915, until 1945 when its vital importance to industry was officially recognised, and the Council of Industrial Design was established with a grant from the Government.
Ever since Lorensen and Cline published their paper on the Marching Cubes algorithm, isosurfaces have been a standard technique for the visualization of 3D volumetric data.
Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering.
This undergraduate-level computer graphics text provides the reader with conceptual and practical insights into how to approach building a majority of the interactive graphics applications they encounter daily.
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues.
As animation software becomes more advanced and graphics become more refined, the opportunity to create informative detail becomes more achievable in your characters.
The book captures the essence of the International Conference on Data Science & Exploration in Artificial Intelligence and offers a comprehensive exploration of cutting-edge research in AI, data science, and their applications.
High Value Manufacturing is the result of the 6th International Conference on Advanced Research in Virtual and Rapid Prototyping, held in Leiria, Portugal, October 2013.
Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications.
Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering.
This book addresses the new interaction modalities that are becoming possible with new devices by looking at user interfaces from an input perspective.
The Nine Magazines of Kodansha (1934) is the autobiography of the Japanese publisher Seiji Noma, owner of the Kodan Company, publishing several million-selling magazines and a daily paper.
This seminal photography text, now in its 11th edition, has been revamped, reorganized, and modernized to include the most up-to-date and need-to-know information for photographers.
This Second Edition presents research, theory, and practical applications for social media and libraries, providing insights into the life of the social library.
This Second Edition presents research, theory, and practical applications for social media and libraries, providing insights into the life of the social library.
This cross-cultural edited volume presents a rich tapestry of experiences, challenges, and innovations, focusing on assessment, course and curriculum design, approaches to pedagogy and teacher professional development in computer-assisted language learning (CALL) in the Global South.