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vectorgame: Digital Animation Andrew Chong, 2019-01-10 Basics Animation 02: Digital Animation takes a comprehensive look at the history of the medium, its growth and development over the last 50 years. This book features exciting contributions from innovators and pioneers in the medium as well as present day practitioners in the cinema, game, and television industries. |
vectorgame: The Video Game Explosion Mark J. P. Wolf, 2007-11-30 The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media. |
vectorgame: Tempest Judd Ethan Ruggill, Ken S. McAllister, 2015-08-27 Atari’s 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game’s initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest’s landmark qualities, exploring the game’s aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game’s latent and manifest audio-visual iconography and the ideological meanings this iconography evokes. |
vectorgame: Video Games Around the World Mark J. P. Wolf, 2015-05-22 Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela |
vectorgame: Computability and Complexity Rod Downey, 2024-05-10 This is a book about computation, something which is ubiquitous in the modern world. More precisely, it examines computability theory and computational complexity theory. Computability theory is the part of mathematics and computer science which seeks to clarify what we mean by computation or algorithm. When is there a computational solution possible to some question? How can we show that none is possible? How computationally hard is the question we are concerned with? Arguably, this area lead to the development of digital computers. (Computational) complexity theory is an intellectual heir of computability theory. Complexity theory is concerned with understanding what resources are needed for computation, where typically we would measure the resources in terms of time and space. Can we perform some task in a feasible number of steps? Can we perform some algorithm with only a limited memory? Does randomness help? Are there standard approaches to overcoming computational difficulty? |
vectorgame: The Ultimate Challenge Jeffrey C. Lagarias, 2023-04-19 The $3x+1$ problem, or Collatz problem, concerns the following seemingly innocent arithmetic procedure applied to integers: If an integer $x$ is odd then “multiply by three and add one”, while if it is even then “divide by two”. The $3x+1$ problem asks whether, starting from any positive integer, repeating this procedure over and over will eventually reach the number 1. Despite its simple appearance, this problem is unsolved. Generalizations of the problem are known to be undecidable, and the problem itself is believed to be extraordinarily difficult. This book reports on what is known on this problem. It consists of a collection of papers, which can be read independently of each other. The book begins with two introductory papers, one giving an overview and current status, and the second giving history and basic results on the problem. These are followed by three survey papers on the problem, relating it to number theory and dynamical systems, to Markov chains and ergodic theory, and to logic and the theory of computation. The next paper presents results on probabilistic models for behavior of the iteration. This is followed by a paper giving the latest computational results on the problem, which verify its truth for $x < 5.4 cdot 10^{18}$. The book also reprints six early papers on the problem and related questions, by L. Collatz, J. H. Conway, H. S. M. Coxeter, C. J. Everett, and R. K. Guy, each with editorial commentary. The book concludes with an annotated bibliography of work on the problem up to the year 2000. |
vectorgame: Games of No Chance 5 Urban Larsson, 2019-05-09 Surveys the state-of-the-art in combinatorial game theory, that is games not involving chance or hidden information. |
vectorgame: Diplomacy Games Rudolf Avenhaus, I. William Zartman, 2007-05-11 In this book, leading experts in international negotiations present formal models of conflict resolution and international negotiations. Besides the description of different models and approaches, the book answers three questions: How can the abstract concepts and results of rational choice theorists be made more understandable and plausible to political and social scientists not trained to work with formal models? What can be done to encourage practitioners to use not only simple but also mathematically advanced approaches in their analysis of real world negotiation problems? How can practitioners (e.g., politicians and diplomats) become interested in, take into account, and apply formal models of their more important problems? |
vectorgame: Game Design Richard Rouse III, 2004-08-30 “Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text. |
vectorgame: Encyclopedia of Video Games Mark J. P. Wolf, 2021-05-24 Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. |
vectorgame: Microsoft XNA Game Studio 4.0 Rob Miles, 2011-01-15 Now you can build your own games for your Xbox 360, Windows Phone 7, or Windows-based PC—as you learn the underlying concepts for computer programming. Use this hands-on guide to dive straight into your first project—adding new tools and tricks to your arsenal as you go. No experience required! Learn XNA and C# fundamentals—and increase the challenge with each chapter Write code to create and control game behavior Build your game’s display—from graphics and text to lighting and 3-D effects Capture and cue sounds Process input from keyboards and gamepads Create features for one or multiple players Tweak existing games—and invent totally new ones |
vectorgame: Vector Arcade Games Francisco Bockrath, 2015-09-10 Vector graphics refers to the use of geometrical primitives such as points, lines, and curves (i.e. shapes based on mathematical equations) instead of resolution-dependent bitmap graphics to represent images in computer graphics |
vectorgame: The Video Game Theory Reader 2 Bernard Perron, Mark J.P. Wolf, 2008-11-19 The Video Game Theory Reader 2 picks up where the first Video Game Theory Reader (Routledge, 2003) left off, with a group of leading scholars turning their attention to next-generation platforms-the Nintendo Wii, the PlayStation 3, the Xbox 360-and to new issues in the rapidly expanding field of video games studies. The contributors are some of the most renowned scholars working on video games today including Henry Jenkins, Jesper Juul, Eric Zimmerman, and Mia Consalvo. While the first volume had a strong focus on early video games, this volume also addresses more contemporary issues such as convergence and MMORPGs. The volume concludes with an appendix of nearly 40 ideas and concepts from a variety of theories and disciplines that have been usefully and insightfully applied to the study of video games. |
vectorgame: An Introduction to Game-Theoretic Modelling: Third Edition Mike Mesterton-Gibbons, 2019-07-05 This book introduces game theory and its applications from an applied mathematician's perspective, systematically developing tools and concepts for game-theoretic modelling in the life and social sciences. Filled with down-to-earth examples of strategic behavior in humans and other animals, the book presents a unified account of the central ideas of both classical and evolutionary game theory. Unlike many books on game theory, which focus on mathematical and recreational aspects of the subject, this book emphasizes using games to answer questions of current scientific interest. In the present third edition, the author has added substantial new material on evolutionarily stable strategies and their use in behavioral ecology. The only prerequisites are calculus and some exposure to matrix algebra, probability, and differential equations. |
vectorgame: Equilibrium Points in Games with Vector Payoffs Lloyd S. Shapley, 1956 |
vectorgame: Games vs. Hardware. The History of PC video games Bogdan Ion Purcaru, 2014-03-13 My two biggest passions concerning computers are hardware and gaming. I wrote this book because I don’t want that important pieces of history regarding computer hardware, games and, in a smaller amount the 80’s operating systems to be forgotten and lost. I want everyone to appreciate the hardware and software industry and especially the people behind them as they worked many days and nights to deliver us fast and advanced computers and entertaining and complex games. |
vectorgame: The Sega Arcade Revolution Ken Horowitz, 2018-07-06 Long before it took the home video game console market by storm, Sega was already an arcade powerhouse. Parlaying its dominance in coin-operated machines into the home video game boom of the 1980s, the Japan-based company soon expanded with branches in Europe and the U.S., and continues to lead the gaming industry in design and quality. Drawing on interviews with former developers and hundreds of documents, this history follows the rise of Sega, from its electromechanical machines of the mid-1960s to the acquisition of Gremlin Industries to its 2003 merger with Sammy Corporation. Sixty-two of Sega's most popular and groundbreaking games are explored. |
vectorgame: Object-Oriented Software Design in C++ Ronald Mak, 2024-06-11 Well-designed applications run more efficiently, have fewer bugs, and are easier to revise and maintain. Learn the fundamentals of Object-Oriented Design by investigating good–and bad–code. Using an engaging “before-and-after” approach, Object-Oriented Software Design in C++ shows you exactly what bad software looks like and how to fix it with good design principles and patterns. In it, you’ll find: Design-code-test iterations that improve code with each revision Gathering requirements to make sure you’re developing the right application Design principles like encapsulation and delegation that solve programming problems Design patterns including Observer Design Pattern that fix architecture issues Using recursion and multithreading to simplify common solutions Author, former NASA software engineer, and San Jose State University programming instructor Ronald Mak has written Object-Oriented Software Design in C++ as a masterclass for improving object-oriented programming skills. You’ll learn how to build the kind of high performance applications delivered by the pros, all using industry-proven design principles and patterns. The book’s accessible examples are written in C++ 17, but its universal principles can be applied to any object-oriented language. Purchase of the print book includes a free eBook in PDF and ePub formats from Manning Publications. About the book Object-Oriented Software Design in C++ is packed with 'before' program examples that show what not to do, followed by 'after' versions built with the benefits of good design. Each chapter is full of mentorship-style conversations that anticipate questions and help point out subtleties you might have missed. You’ll learn how to gather and analyze requirements so you’re building exactly what your client is looking for, discover how to utilize iterative development to backtrack mistakes, and revise your code to be as good as it can be. As you go, you’ll build a toolbox of design patterns and principles that help troubleshoot common issues with application architecture. You’ll soon be delivering software you can be proud of—and that employers will pay top rates for you to build. About the reader For beginning or intermediate C++ programmers looking to improve the way they code and build software. Examples are in C++ 17. About the author Ronald Mak is a highly rated instructor in object-oriented analysis and design at San Jose State University. His career has included roles as a senior computer scientist at NASA and JPL, where he contributed to major missions like Mars rovers and the Orion spacecraft. Ronald's expertise spans research at IBM, enterprise software strategy at Lawrence Livermore Lab, and senior roles at Apple and Sun Microsystems. He holds degrees in mathematical sciences and computer science from Stanford University, and has 12 software patents. Object-Oriented Software Design in C++ is his sixth book. |
vectorgame: The Video Games Guide Matt Fox, 2013-01-17 The Video Games Guide is the world's most comprehensive reference book on computer and video games. Presented in an A to Z format, this greatly expanded new edition spans fifty years of game design--from the very earliest (1962's Spacewar) through the present day releases on the PlayStation 3, Xbox 360, Wii and PC. Each game entry includes the year of release, the hardware it was released on, the name of the developer/publisher, a one to five star quality rating, and a descriptive review which offers fascinating nuggets of trivia, historical notes, cross-referencing with other titles, information on each game's sequels and of course the author's views and insights into the game. In addition to the main entries and reviews, a full-color gallery provides a visual timeline of gaming through the decades, and several appendices help to place nearly 3,000 games in context. Appendices include: a chronology of gaming software and hardware, a list of game designers showing their main titles, results of annual video game awards, notes on sourcing video games, and a glossary of gaming terms. |
vectorgame: Foundations of Software Science and Computation Structures Jean Goubault-Larrecq, Barbara König, 2020-04-17 This open access book constitutes the proceedings of the 23rd International Conference on Foundations of Software Science and Computational Structures, FOSSACS 2020, which took place in Dublin, Ireland, in April 2020, and was held as Part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2020. The 31 regular papers presented in this volume were carefully reviewed and selected from 98 submissions. The papers cover topics such as categorical models and logics; language theory, automata, and games; modal, spatial, and temporal logics; type theory and proof theory; concurrency theory and process calculi; rewriting theory; semantics of programming languages; program analysis, correctness, transformation, and verification; logics of programming; software specification and refinement; models of concurrent, reactive, stochastic, distributed, hybrid, and mobile systems; emerging models of computation; logical aspects of computational complexity; models of software security; and logical foundations of data bases. |
vectorgame: Advances in Cryptology -- CRYPTO 2010 Tal Rabin, 2010-08-11 Proceedings (published in time for the respective conference). |
vectorgame: Data Science and Security Samiksha Shukla, Hiroki Sayama, Joseph Varghese Kureethara, Durgesh Kumar Mishra, 2024-05-30 This book presents best-selected papers presented at the International Conference on Data Science for Computational Security (IDSCS 2023), organized by the Department of Data Science, CHRIST (Deemed to be University), Pune Lavasa Campus, India, from 02–04 November, 2023. The proceeding targets the current research works in the areas of data science, data security, data analytics, artificial intelligence, machine learning, computer vision, algorithms design, computer networking, data mining, big data, text mining, knowledge representation, soft computing, and cloud computing. |
vectorgame: Operations Research (unclassified Title) Defense Documentation Center (U.S.), 1962 |
vectorgame: Quantum Computation and Quantum Information Michael A. Nielsen, Isaac L. Chuang, 2010-12-09 One of the most cited books in physics of all time, Quantum Computation and Quantum Information remains the best textbook in this exciting field of science. This 10th anniversary edition includes an introduction from the authors setting the work in context. This comprehensive textbook describes such remarkable effects as fast quantum algorithms, quantum teleportation, quantum cryptography and quantum error-correction. Quantum mechanics and computer science are introduced before moving on to describe what a quantum computer is, how it can be used to solve problems faster than 'classical' computers and its real-world implementation. It concludes with an in-depth treatment of quantum information. Containing a wealth of figures and exercises, this well-known textbook is ideal for courses on the subject, and will interest beginning graduate students and researchers in physics, computer science, mathematics, and electrical engineering. |
vectorgame: Geometric Aspects of Functional Analysis Joram Lindenstrauss, Vitali Milman, 2012-12-06 This is the sixth published volume of the Israel Seminar on Geometric Aspects of Functional Analysis. The previous volumes are 1983-84 published privately by Tel Aviv University 1985-86 Springer Lecture Notes, Vol. 1267 1986-87 Springer Lecture Notes, Vol. 1317 1987-88 Springer Lecture Notes, Vol. 1376 1989-90 Springer Lecture Notes, Vol. 1469 As in the previous vC!lumes the central subject of -this volume is Banach space theory in its various aspects. In view of the spectacular development in infinite-dimensional Banach space theory in recent years (like the solution of the hyperplane problem, the unconditional basic sequence problem and the distortion problem in Hilbert space) it is quite natural that the present volume contains substantially more contributions in this direction than the previous volumes. This volume also contains many important contributions in the traditional directions of this seminar such as probabilistic methods in functional analysis, non-linear theory, harmonic analysis and especially the local theory of Banach spaces and its connection to classical convexity theory in IRn. The papers in this volume are original research papers and include an invited survey by Alexander Olevskii of Kolmogorov's work on Fourier analysis (which was presented at a special meeting on the occasion of the 90th birthday of A. N. Kol mogorov). We are very grateful to Mrs. M. Hercberg for her generous help in many directions, which made the publication of this volume possible. Joram Lindenstrauss, Vitali Milman 1992-1994 Operator Theory: Advances and Applications, Vol. |
vectorgame: Java 1.4 Game Programming Andrew Mulholland, Glenn Murphy, 2003 Java 1.4 Game Programming covers a number of key features in the game development environment, including graphics, sound, input, networking, and databases. |
vectorgame: Naval Research Logistics Quarterly , 1958 |
vectorgame: 32/64-Bit 80x86 Assembly Language Architecture James Leiterman, 2005-08-10 The increasing complexity of programming environments provides a number of opportunities for assembly language programmers. 32/64-Bit 80x86 Assembly Language Architecture attempts to break through that complexity by providing a step-by-step understanding of programming Intel and AMD 80x86 processors in assembly language. This book explains 32-bit and 64-bit 80x86 assembly language programming inclusive of the SIMD (single instruction multiple data) instruction supersets that bring the 80x86 processor into the realm of the supercomputer, gives insight into the FPU (floating-point unit) chip in every Pentium processor, and offers strategies for optimizing code. |
vectorgame: Project Arcade John St. Clair, 2011-01-14 The bestseller returns—completely updated to include the newest hardware, software, and techniques for building your own arcade Interest in classical arcade games remains on the rise, and with a little money, older computer hardware, and a little effort, you can relive your arcade experiences by building your own arcade machine. The hands-on guide begins with a description of the various types of projects that you can undertake. It then progresses to a review of the audio and video options that are available and looks at the selection of game software and cabinet artwork. Ultimately, you’ll learn essential troubleshooting tips and discover how to build arcade controllers and machines that you can enjoy at home with your PC. Serves as a soup-to-nuts guide for building your own arcade machine, from the sheets of wood to the finished product Addresses the variety of arcade controls, including joysticks, buttons, spinners, trackballs, flight yokes, and guns Explains how to interface arcade controls to a computer Shares troubleshooting tips as well as online resources for help and inspiration Project Arcade, Second Edition helps you recapture the enjoyment of your youth that was spent playing arcade games by walking you through the exciting endeavor of building your own full arcade machine. |
vectorgame: The Probabilistic Method Noga Alon, Joel H. Spencer, 2015-10-28 Praise for the Third Edition “Researchers of any kind of extremal combinatorics or theoretical computer science will welcome the new edition of this book.” - MAA Reviews Maintaining a standard of excellence that establishes The Probabilistic Method as the leading reference on probabilistic methods in combinatorics, the Fourth Edition continues to feature a clear writing style, illustrative examples, and illuminating exercises. The new edition includes numerous updates to reflect the most recent developments and advances in discrete mathematics and the connections to other areas in mathematics, theoretical computer science, and statistical physics. Emphasizing the methodology and techniques that enable problem-solving, The Probabilistic Method, Fourth Edition begins with a description of tools applied to probabilistic arguments, including basic techniques that use expectation and variance as well as the more advanced applications of martingales and correlation inequalities. The authors explore where probabilistic techniques have been applied successfully and also examine topical coverage such as discrepancy and random graphs, circuit complexity, computational geometry, and derandomization of randomized algorithms. Written by two well-known authorities in the field, the Fourth Edition features: Additional exercises throughout with hints and solutions to select problems in an appendix to help readers obtain a deeper understanding of the best methods and techniques New coverage on topics such as the Local Lemma, Six Standard Deviations result in Discrepancy Theory, Property B, and graph limits Updated sections to reflect major developments on the newest topics, discussions of the hypergraph container method, and many new references and improved results The Probabilistic Method, Fourth Edition is an ideal textbook for upper-undergraduate and graduate-level students majoring in mathematics, computer science, operations research, and statistics. The Fourth Edition is also an excellent reference for researchers and combinatorists who use probabilistic methods, discrete mathematics, and number theory. Noga Alon, PhD, is Baumritter Professor of Mathematics and Computer Science at Tel Aviv University. He is a member of the Israel National Academy of Sciences and Academia Europaea. A coeditor of the journal Random Structures and Algorithms, Dr. Alon is the recipient of the Polya Prize, The Gödel Prize, The Israel Prize, and the EMET Prize. Joel H. Spencer, PhD, is Professor of Mathematics and Computer Science at the Courant Institute of New York University. He is the cofounder and coeditor of the journal Random Structures and Algorithms and is a Sloane Foundation Fellow. Dr. Spencer has written more than 200 published articles and is the coauthor of Ramsey Theory, Second Edition, also published by Wiley. |
vectorgame: Advances in Computers , 1984-05-01 Advances in Computers |
vectorgame: Wireless Game Development in C/C++ with BREW Ralph Barbagallo, 2003 Book & CD. Targeted for intermediate programmers with experience in C/C++ and the basics of game programming, this book illustrates a variety of development techniques in the new and cutting-edge field of wireless games using Qualcomm's hot new BREW development environment. Barbagallo goes through the fundamentals of the API including graphics, sound, input, and general programming tips. Brought together with complete examples of working games, the book also features information on the burgeoning wireless gaming market. |
vectorgame: Advances in Mechanical and Power Engineering II Holm Altenbach, Xiao-Wei Gao, Stavros Syngellakis, Alexander H.-D. Cheng, Piotr Lampart, Anton Tkachuk, 2025-02-01 This book covers theoretical and experimental findings at the interface between fluid mechanics, heat transfer and energy technologies. It reports on the development and improvement of numerical methods and intelligent technologies for a wide range of applications in mechanical, power and materials engineering. It reports on solutions to modern fluid mechanics and heat transfer problems, on strategies for studying and improving the dynamics and durability of power equipment, discussing important issues relating to energy saving and environmental safety. Gathering selected contributions to the XV International Conference on Advanced Mechanical and Power Engineering (CAMPE 2023), held online on October 16-19, 2023, from Kharkiv, Ukraine, this book offers a timely update and extensive information for both researchers and professionals in the field of mechanical and power engineering. |
vectorgame: Programming Multiplayer Games Andrew Mulholland, Teijo Hakala, 2004 Programming Multiplayer Games provides in-depth coverage of all the major topics associated with online game programming, and gives the programmer easy to follow, step-by-step tutorials on how to create a fully functional network library, back-end MySQL database, and complete working online game. The first part of the book explains the basics of dialog-based Windows programming, covers the use of MySQL and PHP4, and introduces sockets programming. The second part consists of five extensive tutorials that lead the reader through the stages of creating an online game. Book jacket. |
vectorgame: People and Computers XI Angela Sasse, Jim Cunningham, Russel Winder, 2013-04-17 Disciplines, including Human-Computer Interaction (HCI), consist of knowledge supporting practices which solve general problems (Long & Dowell, 1989). A disci pline thus requires knowledge to be acquired which can be applied by practitioners to solve problems within the scope of the discipline. In the case of HCI, such knowledge is being acquired through research and, less formally, through the description of successful system development practice. Some have argued that knowledge is further embodied in the artefacts. HCI knowledge is applied to solve user interface design problems. Such applica tion is facilitated if the knowledge is expressed in a conception which makes explicit the design problems of practitioners. A conception has been proposed by Dowell & Long (1989). The conception provides a framework within which to reason about the implications of designs for system performance. The framework is concordant with the trend towards design, discernible in recent HCI research. It is further compatible with notions of top-down design, fundamental to software engineering practice. 2 Teaching and the HeI Research and Development Gap 2.1 An Assessment of Current HCI Education Teaching is one means by which practitioners learn to specify discipline problems. It is also a means by which they acquire knowledge to enable the problems to be solved. |
vectorgame: Character Design for Mobile Devices NFGMan, 2006 This work looks at the creative challenges of designing sprites and icons for mobile phones, portable games platforms and computers. It also explores how the limits of designing for small screens are the inspiration for vibrant and colourful art. |
vectorgame: Attract Mode: The Rise and Fall of Coin-Op Arcade Games Jamie Lendino, 2020-09-27 From their haunts in the shadowy corner of a bar, front and center at a convenience store, or reigning over a massive mall installation bursting with light, sound, and action, arcade games have been thrilling and addicting quarter-bearers of all ages ever since Pong first lit up its paddles. Whether you wanted a few minutes’ quick-twitch exhilaration or the taste of three-initial immortality that came with topping the high score screen, you could get it from the diverse range of space shooters, dot-eating extravaganzas, quirky beat-’em-ups, and more that have helped define pop culture for more than four decades. In Attract Mode: The Rise and Fall of Coin-Op Arcade Games, author Jamie Lendino celebrates both the biggest blockbusters (Pac-Man, Star Wars: The Arcade Game) and the forgotten gems (Phoenix, Star Castle) of the Golden Age of coin-op gaming, and pulls back the curtain on the personalities and the groundbreaking technologies that brought them to glitzy, color-drenched life in the U.S., Japan, and all over the world. You’ll start your journey exploring the electromechanical attractions and pinball games of the early 20th century. Next, you’ll meet the earliest innovators, who used college computers and untested electronics to outline the possibilities of the emerging form, and discover the surprising history behind the towering megahits from Nintendo, Sega, and others that still inform gaming today. Then you’ll witness the devastating crash that almost ended it all—and the rebirth no one expected. Whether you prefer the white-knuckle gameplay of Robotron: 2084, the barrel-jumping whimsy of Donkey Kong, or the stunning graphics and animation of Dragon’s Lair, Attract Mode will transport you back to the heyday of arcade games and let you relive—or experience for the first time—the unique magic that transformed entertainment forever. |
vectorgame: Retro Gaming Hacks Chris Kohler, 2005-10-12 Maybe it was the recent Atari 2600 milestone anniversary that fueled nostalgia for the golden days of computer and console gaming. Every Game Boy must ponder his roots from time to time. But whatever is driving the current retro gaming craze, one thing is certain: classic games are back for a big second act, and they're being played in both old and new ways. Whether you've just been attacked by Space Invaders for the first time or you've been a Pong junkie since puberty, Chris Kohler's Retro Gaming Hacks is the indispensable new guide to playing and hacking classic games. Kohler has complied tons of how-to information on retro gaming that used to take days or weeks of web surfing to track down and sort through, and he presents it in the popular and highly readable Hacks style. Retro Gaming Hacks serves up 85 hard-nosed hacks for reviving the classic games. Want to game on an original system? Kohler shows you how to hack ancient hardware, and includes a primer for home-brewing classic software. Rather adapt today's equipment to run retro games? Kohler provides emulation techniques, complete with instructions for hacking a classic joystick that's compatible with a contemporary computer. This book also teaches readers to revive old machines for the original gaming experience: hook up an Apple II or a Commodore 64, for example, and play it like you played before. A video game journalist and author of Power Up: How Japanese Video Games Gave the World an Extra Life, Kohler has taught the history of video games at Tufts University. In Retro Gaming Hacks, he locates the convergence of classic games and contemporary software, revealing not only how to retrofit classic games for today's systems, but how to find the golden oldies hidden in contemporary programs as well. Whether you're looking to recreate the magic of a Robotron marathon or simply crave a little handheld Donkey Kong, Retro Gaming Hacks shows you how to set the way-back dial. |
vectorgame: Basics Animation 02: Digital Animation Andrew Chong, 2007-12-03 Looks at the history of the medium, charting its progress by looking at specific examples that document the growth and development of the form over the past fifty years. |
vectorgame: Handbook of Scholarly Publications from the Air Force Institute of Technology (AFIT), Volume 1, 2000-2020 Adedeji B. Badiru, Frank W. Ciarallo, Eric G. Mbonimpa, 2022-12-20 This handbook represents a collection of previously published technical journal articles of the highest caliber originating from the Air Force Institute of Technology (AFIT). The collection will help promote and affirm the leading-edge technical publications that have emanated from AFIT, for the first time presented as a cohesive collection. In its over 100 years of existence, AFIT has produced the best technical minds for national defense and has contributed to the advancement of science and technology through technology transfer throughout the nation. This handbook fills the need to share the outputs of AFIT that can guide further advancement of technical areas that include cutting-edge technologies such as blockchain, machine learning, additive manufacturing, 5G technology, navigational tools, advanced materials, energy efficiency, predictive maintenance, the internet of things, data analytics, systems of systems, modeling & simulation, aerospace product development, virtual reality, resource optimization, and operations management. There is a limitless vector to how AFIT’s technical contributions can impact the society. Handbook of Scholarly Publications from the Air Force Institute of Technology (AFIT), Volume 1, 2000-2020, is a great reference for students, teachers, researchers, consultants, and practitioners in broad spheres of engineering, business, industry, academia, the military, and government. |
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Last ned og installer Google Chrome
Slik installerer du Chrome Viktig: Før du laster den ned, kan du sjekke om Chrome støtter operativsystemet du bruker, og om enheten din oppfyller alle de andre systemkravene.
Pobieranie i instalowanie Google Chrome
Możesz pobrać i zainstalować przeglądarkę Chrome bezpłatnie i używać jej do przeglądania internetu. Jak zainstalować Chrome Ważne: zanim pobierzesz aplikację, sprawdź, czy Chrome
下载 Chrome - Google Chrome帮助
在 iPhone 或 iPad 上,打开 App Store。 在搜索栏中,输入 Chrome。 点按 获取。 若要安装,请按照屏幕上的说明操作。 如果系统提示输入 Apple ID 密码,请输入密码。 如需开始浏览,请 …
Descargar e instalar Google Chrome
Si tienes problemas al descargar Chrome en un ordenador Windows, utiliza el enlace alternativo para descargar Chrome en otro ordenador. En la parte inferior de la página, en "Familia de …
Download Chrome - Google Help
On your iPhone or iPad, open App Store. In the search bar, enter Chrome. Tap Get. To install, follow the on-screen instructions. If prompted, enter your Apple ID password. To start …
Baixar o Chrome - Ajuda do Google Chrome
No iPhone ou iPad, abra a App Store. Na barra de pesquisa, digite Chrome. Toque em Download. Para instalar, siga as instruções na tela. Se necessário, digite a senha do seu ID Apple. Para …
Download and install Google Chrome
How to install Chrome Important: Before you download, you can check if Chrome supports your operating system and other system requirements.
Λήψη και εγκατάσταση του Google Chrome
Πώς να εγκαταστήσετε το Chrome Σημαντικό: Πριν από τη λήψη, μπορείτε να ελέγξετε εάν το Chrome υποστηρίζει το λειτουργικό σας σύστημα και άλλες απαιτήσεις συστήματος.
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