Search results for "尹烨"
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Extreme NXT
Although LEGO MINDSTORMS NXT allows anyone to build complex inventions, there are limits to what you can do with what comes inside the box. This book shows you how to advance the NXT with more than 45 exciting projects that include creating a cool magic wand that writes words in thin air, building a remotely guided vehicle, and constructing sophisticated robots that can sense color, light, temperature, and more. All projects are explained with easy-to-follow, step-by-step instructions, so you'll be able to create them successfully whether you're a novice or an expert. This book also shows you how to expand the programming software and use the alternative language NXC.New input devices—such as keypads, sensors, and even the human body—are covered, along with fun games such as surfing, PONG, and SIMON. On the serious side, there are classic engineering challenges such as controlling an inverted pendulum, making a robot that follows a wall, and building several light-seeking vehicles. Some projects are just entertaining, such as the Etch-A-NXT; others are useful, such as a motorized camera mount that takes panoramic photographs.This second edition accounts for the important changes found in the next generation NXT, and it also covers the original concepts in greater depth. Details are presented for practically unlimited expansion of the NXT inputs and outputs by using the I2C communications bus, and several power amplifier designs allow the NXT outputs to drive bigger motors. Instructions are also included for adapting LEGO Power Functions motors to work directly with the NXT.
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Global Talent
Global Talent seeks to examine the utility of skilled foreigners beyond their human capital value by focusing on their social capital potential, especially their role as transnational bridges between host and home countries. Gi-Wook Shin and Joon Nak Choi build on an emerging stream of research that conceptualizes global labor mobility as a positive-sum game in which countries and businesses benefit from building ties across geographic space, rather than the zero-sum game implied by the "global war for talent" and "brain drain" metaphors.The book empirically demonstrates its thesis by examination of the case of Korea: a state archetypical of those that have been embracing economic globalization while facing a demographic crisis—and one where the dominant narrative on the recruitment of skilled foreigners is largely negative. It reveals the unique benefits that foreign students and professionals can provide to Korea, by enhancing Korean firms' competitiveness in the global marketplace and by generating new jobs for Korean citizens rather than taking them away. As this research and its key findings are relevant to other advanced societies that seek to utilize skilled foreigners for economic development, the arguments made in this book offer insights that extend well beyond the Korean experience.
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Play to Submission
Games are often a fun perk of a tech company job, and employees can “play to win” in the competition to succeed. But in studying “Behemoth” (a pseudonym for a top American tech company), Tongyu Wu discovered that gaming work culture was far more insidious.Play to Submission shows how Behemoth’s games undermined and manipulated workers. They lost their work-life balance and the constant competition made labor organizing difficult. Nonetheless, many workers embraced management’s games as a chance to show off their “gamer” identities and create a workplace culture with privileged insiders and exiled outsiders, with female and migrant workers usually in the latter group. Moreover, Wu indicates this may be the future of work for high- and low-skilled and, creative workers in an environment where capitalists have heightened demands for technology and creativity. Drawing from 13 months of ethnographic work, Wu presents a persistent reality in which the company reaps the reward of surplus productivity, leaving employees themselves in a highly competitive and sometimes precarious work position.
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Joysticks to Haptics
Joysticks to Haptics is the ultimate compendium of gaming controllers and retro peripherals from the world of gaming. As video games are played, memories are left in the grooves of their controllers. Atari joysticks still remember being pushed to the limit from afternoons spent playing Frogger, GameCube controllers echo with the clatter of intense Super Smash Bros bouts, each gesture with a Wii Remote is a story to be shared, and every haptic rumble inside of the DualSense is a reminder of the bond between player, hardware, and game. From Joysticks to Haptics revisits all the key points in history that shaped video game controllers. Head back to the very early era of console gaming, when dials and keypads were king, then read stories of standardisation, as innovations like D-Pads and analogue sticks became the model that every hardware maker followed, and revel in the weird and wonderful. This comprehensive collection features insightful retrospectives and personal essays, facts and stats, plus stunning photography of rare and retro favourites in a journey through the most iconic and inventive corners of video game history.
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Immersive Internet
Collecting short thought pieces by some of the leading thinkers on the emerging 'Immersive Internet', Power and Teigland's book questions what a more immersive and intimate internet – based on social media, augmented reality, virtual worlds, online games, 3D internet and beyond – might mean for society and for each of us.
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Scratch Music Projects
In this practical, project-based book, music students, educators, and coders receive the necessary tools to engage with real-world experiences in computation and creativity using the programming language Scratch. Designed to teach students the fundamental concepts of computational thinking through interactive music, sound, and media, projects vary in complexity and encourage readers to make music through playing and creating music.This book introduces readers to concepts in computational thinking and coding alongside parallel concepts in music, creative sound, and interaction. The book begins with a gentle introduction to the Scratch 3.0 programming environment through hands-on projects using a computer keyboard and mouse to make music and control sounds, creating original sounds, and performing them as an instrument. The next chapters introduce programming musical sequences, melodies, and structures, and assembling theminto a virtual band that can be performed live or automated through algorithms. The final chapters explore computational thinking and music in the contexts of making games with sound effects, teaching the computer to generate music using algorithms and rules, interacting with music using live video,finishing with a chapter on musical live coding, where readers will create and manipulate computer code to perform, improvise, and create original music live.
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Learning in Video Game Affinity Spaces
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games, not in terms of how they should be managed or incorporated into existing educational structures, but for what they tell us about the forms of learning and literacy that are already instantiated within the use of these media. To this end, this book delves deeply into James Paul Gee’s (2004) productive and influential concept of the affinity space – the physical or virtual locations (or some combination of the two) where people come together around a shared interest or «affinity.» By explicating how and why engaged fans of digital media do what they do in online spaces, the authors cast a light, as Gee did, on the promise of these media and the problems facing current educational systems.
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Ready
How did the Commodore 64 conquer the hearts of millions and become a platform people still actively develop for even today? What made it so special?This book will appeal to both those who like tinkering with old technology as a hobby and nostalgic readers who simply want to enjoy a trip down memory lane. It discusses in a concise but rigorous format the different areas of home gaming and personal computing where the C64 managed to innovate and push forward existing boundaries.Starting from Jack Tramiel's vision of designing computers "for the masses, not the classes," the book introduces the 6510, VIC-II and SID chips that made the C64 unique. It briefly discusses its Basic programming language and then proceeds to illustrate not only many of the games that are still so fondly remembered but also the first generation of game engines that made game development more approachable − among other topics that are often neglected but are necessary to provide a comprehensive overview of how far reaching theC64 influence was.Written in a straightforward and accessible style, readers will relive the dawn of modern technology and gain a better understanding of the legacy that was built, bit by bit, in those pioneering days by computers that had only a tiny fraction of the power modern machines have and, yet, were used to create the technological world we are now living in.With a foreword by Michael Tomczyk
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Working Musicians
In Working Musicians Timothy D. Taylor offers a behind-the-scenes look at the labor of the mostly unknown composers, music editors, orchestrators, recording engineers, and other workers involved in producing music for films, television, and video games. Drawing on dozens of interviews with music workers in Los Angeles, Taylor explores the nature of their work and how they understand their roles in the entertainment business. Taylor traces how these cultural laborers have adapted to and cope with the conditions of neoliberalism as, over the last decade, their working conditions have become increasingly precarious. Digital technologies have accelerated production timelines and changed how content is delivered, while new pay schemes have emerged that have transformed composers from artists into managers and paymasters. Taylor demonstrates that as bureaucratization and commercialization affect every aspect of media, the composers, musicians, music editors, engineers, and others whose soundtracks excite, inspire, and touch millions face the same structural economic challenges that have transformed American society, concentrating wealth and power in fewer and fewer hands.
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BLENDER - LA GUIDA DEFINITIVA - VOLUME 5 - Edizione 2
Questo il quinto dei 5 volumi di ""Blender - La Guida Definitiva,"" giunto alla seconda edizione, aggiornata alla 2.8x. Questa guida completa, impostata secondo un percorso formativo definito di tipo ""enciclopedico,"" esamina a fondo ogni aspetto di Blender, il famoso software open source di grafica 3D, con centinaia di immagini e decine di esercizi pratici. In questo quinto volume, si analizzeranno: - Freestyle render; - Grease Pencili, sculpting e animazione 2D; - Blender Game Engine (BGE); - Fotogrammetria e Blender; - la teoria dei PBR; - Addons; - Blender 2.8 features: Clay render e Eevee render; - Architettura interattiva (Archviz) con Blender e Unreal Engine 4; - Open Movie; -Blend4Web.
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Gamer's Introduction to Programming with MonoGame
A Gamer’s Introduction to Programming with MonoGame: Welcome Brave Adventurer! is a great way to combine your current love of both video games and coding into a brand‑new love of writing your own games. In this book, you’ll learn the essential ins‑and‑outs of how to work with fonts and text, images and sprites, audio, and even animation. You’ll learn how to give your players control over their destiny through keyboards, mice, and gamepads, and you’ll harness the never‑ending energy of the gameplay loop functions. But coding books are technical, boring, and scary, aren’t they? Not this one. Within these pages, you’ll find a fun and approachable adventure that will introduce you to the accessible but powerful MonoGame development framework. Using Visual Studio and C#, you’ll write simple but engaging interactive scenes and games that will gradually build up your coding skills and confidence. Packed with practical examples, plain‑language explanations, images, and illustrations, this book is structured like a video game, complete with levels to progress through, cutscenes to give you extra information, and final challenge projects to show you how everything fits together and to help build your own creative portfolio. It is also the second book in an ongoing series designed to take you from zero experience to writing your own video games and interactive digital experiences using industry standard languages and tools. For readers with previous object‑oriented programming experience, this book is a standalone introductory MonoGame adventure. Gain even more experience by exploring the resources, bonus materials, and extensive code samples available at the companion website: https://welcomebraveadventurer.ca. Now, gather your courage and prepare to level up by joining the MonoGame coding quests that await you inside.
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Working Musicians
In Working Musicians Timothy D. Taylor offers a behind-the-scenes look at the labor of the mostly unknown composers, music editors, orchestrators, recording engineers, and other workers involved in producing music for films, television, and video games. Drawing on dozens of interviews with music workers in Los Angeles, Taylor explores the nature of their work and how they understand their roles in the entertainment business. Taylor traces how these cultural laborers have adapted to and cope with the conditions of neoliberalism as, over the last decade, their working conditions have become increasingly precarious. Digital technologies have accelerated production timelines and changed how content is delivered, while new pay schemes have emerged that have transformed composers from artists into managers and paymasters. Taylor demonstrates that as bureaucratization and commercialization affect every aspect of media, the composers, musicians, music editors, engineers, and others whose soundtracks excite, inspire, and touch millions face the same structural economic challenges that have transformed American society, concentrating wealth and power in fewer and fewer hands.
R 1,098.06


Releasing HTML5 Games for Windows 8
Windows 8 presents an incredible opportunity for distributing and monetizing HTML5 games, and this guide shows how you can profit from it. You'll learn everything you need to know about porting your original web-based JavaScript game to the new "touch-first" version of Windows, as well as several options for selling your game in Windows Store. Windows 8 is a big leap forward for developers because it treats HTML5 as a first-class citizen, alongside C# and C++. Interactive development expert Jesse Freeman explains how Windows 8 works, gets you started with Visual Studio Express (it's free!), and uses a case study to show you how to port an HTML5 game with ease. Learn which games and JavaScript libraries work best on Windows 8 Adjust artwork for different screen resolutions and Windows 8 features Accommodate mouse, keyboard, touch, and other game controls Optimize your game to run well on any Windows 8 device Understand the steps for publishing your game to Windows Store Explore fixed price, trial mode, ad support, and in-app purchase options Use a web-first workflow to ensure your game runs on many other platforms
R 682.00

C++ Game Animation Programming
Build your own OpenGL or Vulkan application in C++ and use it as a playground to explore the path from basic features to advanced techniques of character animation in modern games with the help of this illustrated guideKey FeaturesLearn how to create a game skeleton with keyboard and mouse controls along with modern graphicsGain insights into model loading, character animations, inverse kinematics, and debugging techniquesMaster the art of creating animated characters and controlling their various aspectsPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionIf you‘re fascinated by the complexities of animating video game characters and are curious about the transformation of model files into 3D avatars and NPCs that can explore virtual worlds, then this book is for you. In this new edition, you’ll learn everything you need to know about game animation, from a simple graphical window to a large crowd of smoothly animated characters. First, you’ll learn how to use modern high-performance graphics, dig into the details of how virtual characters are stored, and load the models and animations into a minimalistic game-like application. Then, you’ll get an overview of the components of an animation system, how to play the animations and combine them, and how to blend from one animation into another. You’ll also get an introduction to topics that will make your programming life easier, such as debugging your code or stripping down the graphical output.By the end of this book, you’ll have gained deep insights into all the parts of game animation programming and how they work together, revealing the magic that brings life to the virtual worlds on your screen.What you will learnCreate simple OpenGL and Vulkan applications and work with shadersExplore the glTF file format, including its design and data structuresDesign an animation system with poses, clips, and skinned meshesFind out how vectors, matrices, quaternions, and splines are used in game developmentDiscover and implement ways to seamlessly blend character animationsImplement inverse kinematics for your characters using CCD and FABRIK solversUnderstand how to render large, animated crowds efficientlyIdentify and resolve performance issuesWho this book is forThis book is for curious C++ developers, game programmers, game designers, and character animators, either pursuing this as a hobby or profession, who have always wanted to look behind the curtain and see how character animation in games works. The book assumes basic C++ and math knowledge, and you should be able to read code and math formulas to get the most out of this book.
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