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The Oxford Handbook of Interactive Audio, Collins Karen, Kapralos Bill, Tessler Holly


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Автор: Collins Karen, Kapralos Bill, Tessler Holly
Название:  The Oxford Handbook of Interactive Audio
ISBN: 9780199797226
Издательство: Oxford Academ
Классификация:



ISBN-10: 0199797226
Обложка/Формат: Hardback
Страницы: 624
Вес: 1.15 кг.
Дата издания: 02.05.2014
Серия: Oxford handbooks
Язык: English
Иллюстрации: 64 illustrations, 6 b&w half tones
Размер: 255 x 181 x 35
Читательская аудитория: General (us: trade)
Ссылка на Издательство: Link
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Поставляется из: Англии
Описание: What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.


Interactive Storytelling for Video Games

Автор: Josiah Lebowitz
Название: Interactive Storytelling for Video Games
ISBN: 0240817176 ISBN-13(EAN): 9780240817170
Издательство: Taylor&Francis
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Цена: 6430.00 р.
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Описание: As technology advances, the push for highly interactive player-driven stories in video games has intensified. This book offers proven techniques and case studies from real-world games to help writers develop compelling structure, characters, player preferences and more.

Max/Msp/Jitter for Music: A Practical Guide to Developing Interactive Music Systems for Education and More

Автор: Manzo V. J.
Название: Max/Msp/Jitter for Music: A Practical Guide to Developing Interactive Music Systems for Education and More
ISBN: 0190243740 ISBN-13(EAN): 9780190243746
Издательство: Oxford Academ
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Цена: 7126.00 р.
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Описание: In Max/MSP/Jitter for Music, author and music technologist V. J. Manzo provides a user-friendly introduction to a powerful programming language that can be used to write custom software for musical interaction.

Interactive Stories and Video Game Art

Автор: Solarski Chris
Название: Interactive Stories and Video Game Art
ISBN: 1498781500 ISBN-13(EAN): 9781498781503
Издательство: Taylor&Francis
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Цена: 7195.00 р.
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Описание:

The success of storytelling in games depends on the entire development team--game designers, artists, writers, programmers and musicians, etc.--working harmoniously together towards a singular artistic vision. Interactive Stories and Video Game Art is first to define a common design language for understanding and orchestrating interactive masterpieces using techniques inherited from the rich history of art and craftsmanship that games build upon. Case studies of hit games like The Last of Us, Journey, and Minecraft illustrate the vital components needed to create emotionally-complex stories that are mindful of gaming's principal relationship between player actions and video game aesthetics. This book is for developers of video games and virtual reality, filmmakers, gamification and transmedia experts, and everybody else interested in experiencing resonant and meaningful interactive stories.

Key Features:

  • The first book to define a common visual and interactive language for understanding and orchestrating sophisticated stories in video games
  • Accessible to industry professionals as well as non-developers
  • Featured concepts apply to all media with an interactive component including: transmedia, gamification and interactive art
  • The definitive framework for designing interactive stories
Essential Mathematics for Games and Interactive Applications

Автор: Van Verth James M.
Название: Essential Mathematics for Games and Interactive Applications
ISBN: 1482250926 ISBN-13(EAN): 9781482250923
Издательство: Taylor&Francis
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Цена: 16843.00 р.
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Описание:

Expert Guidance on the Math Needed for 3D Game Programming
Developed from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming. It shows you how to properly animate, simulate, and render scenes and discusses the mathematics behind the processes.

New to the Third Edition
Completely revised to fix errors and make the content flow better, this third edition reflects the increased use of shader graphics pipelines, such as in DirectX 11, OpenGL ES (GLES), and the OpenGL Core Profile. It also updates the material on real-time graphics with coverage of more realistic materials and lighting.

The Foundation for Successful 3D Programming
The book covers the low-level mathematical and geometric representations and algorithms that are the core of any game engine. It also explores all the stages of the rendering pipeline. The authors explain how to represent, transform, view, and animate geometry. They then focus on visual matters, specifically the representation, computation, and use of color. They also address randomness, intersecting geometric entities, and physical simulation.

An Introduction to Creating Real and Active Virtual Worlds
This updated book provides you with a conceptual understanding of the mathematics needed to create 3D games as well as a practical understanding of how these mathematical bases actually apply to games and graphics. It not only includes the theoretical mathematical background but also incorporates many examples of how the concepts are used to affect how a game looks and plays.

Web Resource
A supplementary website contains a collection of source code, supporting libraries, and interactive demonstrations that illustrate the concepts and enable you to experiment with animation and simulation applications. The site also includes slides and notes from the authors' GDC tutorials.


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