Level Design: Concept, Theory, and Practice, Kremers, Rudolf
Àâòîð: Koster Raph Íàçâàíèå: Theory of Fun for Game Design ISBN: 1449363210 ISBN-13(EAN): 9781449363215 Èçäàòåëüñòâî: Wiley Ðåéòèíã: Öåíà: 5701.00 ð. Íàëè÷èå íà ñêëàäå: Åñòü ó ïîñòàâùèêà Ïîñòàâêà ïîä çàêàç.
Îïèñàíèå: Now in full color, the 10th anniversary edition of this classic book takes you deep into the influences that underlie modern video games, and examines the elements they share with traditional games such as checkers.
Àâòîð: Rouse, Richard Íàçâàíèå: Game design, theory and practice ISBN: 1556229127 ISBN-13(EAN): 9781556229121 Èçäàòåëüñòâî: Jones & Bartlett Ðåéòèíã: Öåíà: 8659.00 ð. Íàëè÷èå íà ñêëàäå: Åñòü ó ïîñòàâùèêà Ïîñòàâêà ïîä çàêàç.
Îïèñàíèå: This revised edition of Rouse`s innovative book explores game design issues for all platforms and genres, including key topics such as game balancing, play testing, storytelling, design documentation, linearity versus non-linearity, fairness and consistency, focus, and AI.
Àâòîð: Stone R Brian Íàçâàíèå: Theory and Practice of Motion Design ISBN: 1138490806 ISBN-13(EAN): 9781138490802 Èçäàòåëüñòâî: Taylor&Francis Ðåéòèíã: Öåíà: 6123.00 ð. Íàëè÷èå íà ñêëàäå: Åñòü ó ïîñòàâùèêà Ïîñòàâêà ïîä çàêàç.
Îïèñàíèå:
This collection offers an expansive, multiplatform exploration of the rapidly-expanding area of motion design and motion graphics, taking into account both theoretical questions and creative professional practice. Spanning interaction design, product interfaces, kinetic data visualizations, typography, TV and film title design, brand building, narrative storytelling, history, exhibits and environments, editors R. Brian Stone and Leah Wahlin offer an interdisciplinary range of academic essays and professional interviews that together form a dialogue between motion design theory and professional practice.
Written for both those critically engaged with motion design as well as those working or aspiring to work professionally in the field, the book features a range of international contributors and interviews with some of the best-known designers in the field, including Kyle Cooper, Karin Fong, and Daniel Alenquer.
The Theory and Practice of Motion Design seeks to illuminate the diverse, interdisciplinary field of motion design by offering a structured examination of how motion design has evolved, what forces define our current understanding and implementation of motion design, and how we can plan for and imagine the future of motion design as it unfolds.
An accompanying online resource site, www.motionresource.com, contains visual representations of the examples described in the text.
Àâòîð: Duchowski Andrew T. Íàçâàíèå: Eye Tracking Methodology: Theory and Practice ISBN: 1846286085 ISBN-13(EAN): 9781846286087 Èçäàòåëüñòâî: Springer Ðåéòèíã: Öåíà: 13974.00 ð. Íàëè÷èå íà ñêëàäå: Åñòü ó ïîñòàâùèêà Ïîñòàâêà ïîä çàêàç.
Îïèñàíèå: Despite the availability of cheap, fast, accurate and usable eye trackers, there is still little information available on how to develop, implement and use these systems. This second edition of Andrew Duchowski’s successful guide to these systems contains significant additional material on the topic and fills this gap in the market with this accessible and comprehensive introduction.Opening with useful background information, including an introduction to the human visual system and key issues in visual perception and eye movement, the second part surveys eye-tracking devices and provides a detailed introduction to the technical requirements necessary for installing a system and developing an application program. The book focuses on video-based, corneal-reflection eye trackers – the most widely available and affordable type of system, before closing with a look at a number of interesting and challenging applications in human factors, collaborative systems, virtual reality, marketing and advertising.Key features of this second edition include:• Three new chapters providing technical descriptions of new (state-of-the-art) eye tracking technology• A complete new Part describing experimental methodology including experimental design, empirical guidelines, together with 5 case studies• Survey material regarding recent research publications included within Part IVThe second edition of Eye Tracking Methodology is an invaluable guide for practitioners responsible for developing or implementing an eye tracking system, and can also be used as a teaching text for relevant modules on advanced undergraduate and postgraduate courses.‘One of the most comprehensive books on eye tracking ever written. A must-read for novices and experts alike.’Roel Vertegaal, Human Media Lab, Queen’s University, Canada‘… the first comprehensive treatment of a critical methodological area, this book unites the field’s core theoretical underpinnings with real-world applications and practical know-how …’Dario Salvucci, Drexel University, USA
Àâòîð: Bean, Anthony M. (private Practice, Texas, Usa) Íàçâàíèå: Working with video gamers and games in therapy ISBN: 1138747149 ISBN-13(EAN): 9781138747142 Èçäàòåëüñòâî: Taylor&Francis Ðåéòèíã: Öåíà: 5970.00 ð. Íàëè÷èå íà ñêëàäå: Åñòü ó ïîñòàâùèêà Ïîñòàâêà ïîä çàêàç.
Îïèñàíèå: Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health.
Àâòîð: Rogers, Rogers Scott Íàçâàíèå: Level Up! the Guide to Great Video Game Design ISBN: 1118877160 ISBN-13(EAN): 9781118877166 Èçäàòåëüñòâî: Wiley Ðåéòèíã: Öåíà: 4435.00 ð. Íàëè÷èå íà ñêëàäå: Ïîñòàâêà ïîä çàêàç.
Îïèñàíèå: Provides examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. This book helps you teach how to develop marketable ideas, and learn what perils and pitfalls await during a game`s pre-production, production and post-production stages.
In this book, veteran game developers, academics, journalists, and others provide their processes and experiences with level design. Each provides a unique perspective representing multiple steps of the process for interacting with and creating game levels - experiencing levels, designing levels, constructing levels, and testing levels. These diverse perspectives offer readers a window into the thought processes that result in memorable open game worlds, chilling horror environments, computer-generated levels, evocative soundscapes, and many other types of gamespaces. This collection invites readers into the minds of professional designers as they work and provides evergreen topics on level design and game criticism to inspire both new and veteran designers.
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Key Features
Learn about the processes of experienced developers and level designers in their own words
Discover best-practices for creating levels for persuasive play and designing collaboratively
Offers analysis methods for better understanding game worlds and how they function in response to gameplay
Find your own preferred method of level design by learning the processes of multiple industry veterans
Àâòîð: Azad, Hamid Sarbazi Íàçâàíèå: Advances in GPU Research and Practice ISBN: 0128037385 ISBN-13(EAN): 9780128037386 Èçäàòåëüñòâî: Elsevier Science Ðåéòèíã: Öåíà: 15159.00 ð. Íàëè÷èå íà ñêëàäå: Åñòü ó ïîñòàâùèêà Ïîñòàâêà ïîä çàêàç.
Îïèñàíèå: Advances in GPU Research and Practice focuses on research and practices in GPU based systems. The topics treated cover a range of issues, ranging from hardware and architectural issues, to high level issues, such as application systems, parallel programming, middleware, and power and energy issues. Divided into six parts, this edited volume provides the latest research on GPU computing. Part I: Architectural Solutions focuses on the architectural topics that improve on performance of GPUs, Part II: System Software discusses OS, compilers, libraries, programming environment, languages, and paradigms that are proposed and analyzed to help and support GPU programmers. Part III: Power and Reliability Issues covers different aspects of energy, power, and reliability concerns in GPUs. Part IV: Performance Analysis illustrates mathematical and analytical techniques to predict different performance metrics in GPUs. Part V: Algorithms presents how to design efficient algorithms and analyze their complexity for GPUs. Part VI: Applications and Related Topics provides use cases and examples of how GPUs are used across many sectors.