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Book Omni

    Book Details:
  • Author :
  • Publisher :
  • Release : 1986-04
  • ISBN :
  • Pages : 782 pages

Download or read book Omni written by and published by . This book was released on 1986-04 with total page 782 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Omni Games

    Book Details:
  • Author : Scot Morris
  • Publisher : Owl Books
  • Release : 1983-10-01
  • ISBN : 9780805005462
  • Pages : 146 pages

Download or read book Omni Games written by Scot Morris and published by Owl Books. This book was released on 1983-10-01 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offers riddles, puzzles, games, and problems involving words, logic, geometry, observation, the laws of physics, probability, geography, and optical illusions

Book Computers and Games

    Book Details:
  • Author : Jonathan Schaeffer
  • Publisher : Springer Science & Business Media
  • Release : 2003-11-12
  • ISBN : 3540205454
  • Pages : 442 pages

Download or read book Computers and Games written by Jonathan Schaeffer and published by Springer Science & Business Media. This book was released on 2003-11-12 with total page 442 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).

Book Online Multiplayer Games

    Book Details:
  • Author : William Sims Bainbridge
  • Publisher : Springer Nature
  • Release : 2022-05-31
  • ISBN : 3031022688
  • Pages : 105 pages

Download or read book Online Multiplayer Games written by William Sims Bainbridge and published by Springer Nature. This book was released on 2022-05-31 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: This lecture introduces fundamental principles of online multiplayer games, primarily massively multiplayer online role-playing games (MMORPGs), suitable for students and faculty interested both in designing games and in doing research on them. The general focus is human-centered computing, which includes many human-computer interaction issues and emphasizes social computing, but also, looks at how the design of socio-economic interactions extends our traditional notions of computer programming to cover human beings as well as machines. In addition, it demonstrates a range of social science research methodologies, both quantitative and qualitative, that could be used by students for term papers, or by their professors for publications. In addition to drawing upon a rich literature about these games, this lecture is based on thousands of hours of first-hand research experience inside many classic examples, including World of Warcraft, The Matrix Online, Anarchy Online, Tabula Rasa, Entropia Universe, Dark Age of Camelot, Age of Conan, Lord of the Rings Online, Tale in the Desert, EVE Online, Star Wars Galaxies, Pirates of the Burning Sea, and the non-game virtual world Second Life. Among the topics covered are historical-cultural origins of leading games, technical constraints that shape the experience, rolecoding and social control, player personality and motivation, relationships with avatars and characters, virtual professions and economies, social relations inside games, and the implications for the external society. Table of Contents: Introduction / Historical-Cultural Origins / Technical Constraints / Rolecoding and Social Control / Personality and Motivation / Avatars and Characters / Virtual Professions and Economies / Social Relations Inside Games / Implications for External Society

Book The Next Book of Omni Games

Download or read book The Next Book of Omni Games written by Scot Morris and published by . This book was released on 1988 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Barnyard Games

    Book Details:
  • Author : Tony Rubino
  • Publisher : Christian Faith Publishing, Inc.
  • Release : 2021-08-04
  • ISBN : 1638440980
  • Pages : 27 pages

Download or read book Barnyard Games written by Tony Rubino and published by Christian Faith Publishing, Inc.. This book was released on 2021-08-04 with total page 27 pages. Available in PDF, EPUB and Kindle. Book excerpt: On an animal farm located high in eastern Pennsylvania, next to the dark forest, the farm animals like to pass the time by playing a game of tag, led by the farmer's two Shih Tzu dogs, Omni and Baby. A six-foot fence surrounds the farm, which the farmer put up to protect his animals from the bigger and meaner animals who live in the dark forest. The farmer calls them bullies because they all pick on the farm animals. One day, the farmer is working in the lower fields, and the farm animals are playing the game, when suddenly, a big hungry coyote leaps up onto the six-foot fence. He looks at all the farm animals who are frozen with fear. Omni and Baby know that they have to band the animals together and have enough faith to send the worst bully back to the dark forest with the help of an unsuspecting friend.

Book Playing the learning game

Download or read book Playing the learning game written by Martin Eckhoff Andresen and published by Lulu.com. This book was released on 2012-02-19 with total page 114 pages. Available in PDF, EPUB and Kindle. Book excerpt: Welcome to a new world of learning! This book is a practical introduction to the use of roleplaying games in education. Roleplaying games are a great tool for provoking reflection, learning and critical thinking. Within this book, you'll find all you need to get started using this method. Included are four ready-to-play larps, several short articles highlighting different uses of roleplaying games in educational spheres and a multitude of methods and exercises to improve your games.If you are a teacher, activist in an NGO or a larper interested in using roleplaying games for education and reflection, this is the book for you. Let's play the learning game!

Book Play Write

    Book Details:
  • Author : Douglas Eyman
  • Publisher : Parlor Press LLC
  • Release : 2016-04-06
  • ISBN : 160235734X
  • Pages : 358 pages

Download or read book Play Write written by Douglas Eyman and published by Parlor Press LLC. This book was released on 2016-04-06 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: lay/Write: Digital Rhetoric, Writing, Games is an edited collection of essays that examines the relationship between games and writing – examining how writing functions both within games and the networks of activity that surround games and gameplay. The collection is organized based on the primary location and function of the game-writing relationship, examining writing about games (games as objects of critique and sites of rhetorical action), ancillary and instructional writing that takes place around games, the writing that takes place within the game, using games as persuasive forms of communication (writing through games), and writing that goes into the production of games. While not every chapter focuses exclusively on pedagogy, the collection includes many selections that consider the possibilities of using computer games in writing instruction. However, it also provides a bridge between academic views of games as contexts for writing and industry approaches to the writing process in game design, as well as an examination of a variety of game-related genres that could be used in composition courses.

Book Pastplay

    Book Details:
  • Author : Kevin Kee
  • Publisher : University of Michigan Press
  • Release : 2014-03-10
  • ISBN : 0472120484
  • Pages : 347 pages

Download or read book Pastplay written by Kevin Kee and published by University of Michigan Press. This book was released on 2014-03-10 with total page 347 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the field of history, the Web and other technologies have become important tools in research and teaching of the past. Yet the use of these tools is limited—many historians and history educators have resisted adopting them because they fail to see how digital tools supplement and even improve upon conventional tools (such as books). In Pastplay, a collection of essays by leading history and humanities researchers and teachers, editor Kevin Kee works to address these concerns head-on. How should we use technology? Playfully, Kee contends. Why? Because doing so helps us think about the past in new ways; through the act of creating technologies, our understanding of the past is re-imagined and developed. From the insights of numerous scholars and teachers, Pastplay argues that we should play with technology in history because doing so enables us to see the past in new ways by helping us understand how history is created; honoring the roots of research, teaching, and technology development; requiring us to model our thoughts; and then allowing us to build our own understanding.

Book The Secret History of Mac Gaming

Download or read book The Secret History of Mac Gaming written by Richard Moss and published by Unbound Publishing. This book was released on 2018-03-22 with total page 566 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Macintosh challenged games to be more than child’s play and quick reflexes. It made human–computer interaction friendly, inviting, and intuitive. Mac gaming led to much that is now taken for granted by PC gamers and spawned some of the biggest franchises in video game history. It allowed anyone to create games and playful software with ease, and gave indie developers a home for their products. It welcomed strange ideas and encouraged experimentation. It fostered passionate and creative communities who inspired and challenged developers to do better and to follow the Mac mantra ‘think different’. Drawing on archive material and interviews with key figures from the era – and featuring new material from Craig Fryar, Apple’s first Mac games evangelist and the co-creator of hit game Spectre – The Secret History of Mac Gaming is the story of those communities and the game developers who survived and thrived in an ecosystem that was serially ignored by the outside world. It’s a book about people who followed their hearts first and market trends second, showing how clever, quirky, and downright wonderful video games could be.

Book Virtual Reality Technology

Download or read book Virtual Reality Technology written by Grigore C. Burdea and published by John Wiley & Sons. This book was released on 2024-08-21 with total page 741 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques Programming toolkits for virtual reality and the game production pipeline Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.

Book Clear and Convincing Evidence

Download or read book Clear and Convincing Evidence written by George Gerstman and published by Author House. This book was released on 2013-04-02 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: Intellectual-property cases involve high monetary stakes. A companys existence may depend on its innovations and the lawsuits. Clear and Convincing Evidence provides insight into every phase of intellectual property law and the battles that occur at the Patent Office and in the courtroom. Anyone thinking that intellectual-property is unexciting will change their view after reading about George Gerstmans career in this book. Some attorneys would be glad to have one memorable case during their professional life. Gerstman has one memorable case after another which he chronicles in this biography. The diversity of cases is amazing. The book includes examples such as Gerstman's first case which went from the boxing ring to the courtroom to a case involving the arresting of a technician to get crucial evidence for the case, to being held hostage in Harlem trying to enforce a federal court order, to testifying as a patent expert witness on behalf of some of the largest corporations in the world in patent cases. Find out how the protection of computer software got its start and how videogames became protected by the courts. The book provides an intriguing look into intellectual property law as it has never been seen before.

Book Encountering Technology

Download or read book Encountering Technology written by George Gerstman and published by AuthorHouse. This book was released on 2021-05-24 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technology has changed the world. Most of us love technology. It has evolved. It has become more complex. We now carry a combined computer, telephone and camera in the form of a smartphone. It’s hard to believe that a smartphone contains, in addition to other technology, billions of transistors. In this fascinating book the author, George Gerstman, shares his story of technology that he has seen evolve over his lifetime. Encountering Technology takes you from the 1940s to the present, with photographs showing much of the technology that Gerstman used and enjoyed. The book includes scores of examples of the technology, such as digital computers that Gerstman programmed during the 1950s which weighed tons and weren’t nearly as powerful as the computer in an iPhone, radios that he listened to before television became popular, the advent of video games, the evolution of the Internet, film cameras that he used before digital cameras were invented, and so much more. Gerstman describes how he personally encountered the digital revolution. Encountering Technology directs you through the most popular technology of the past 80 years. The book is a must-read for everyone with any interest in television, telephones, radios, computers, cameras, the Internet, watches, video, or other technology. Using photographs and clear narrative, Gerstman describes engrossing aspects of the technical devices. His background in electrical engineering and patent law, as well as being a consumer, has given him insights that are certain to inform and excite the reader.

Book ABA Journal

    Book Details:
  • Author :
  • Publisher :
  • Release : 1982-05
  • ISBN :
  • Pages : 120 pages

Download or read book ABA Journal written by and published by . This book was released on 1982-05 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ABA Journal serves the legal profession. Qualified recipients are lawyers and judges, law students, law librarians and associate members of the American Bar Association.

Book Bridges to Science Fiction and Fantasy

Download or read book Bridges to Science Fiction and Fantasy written by Gregory Benford and published by McFarland. This book was released on 2018-03-05 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: The J. Lloyd Eaton Conferences on Science Fiction and Fantasy Literature--long held at the University of California, Riverside--have been a major influence in the study of science fiction and fantasy for thirty years. The conferences have attracted leading scholars whose papers are published in Eaton volumes found in university libraries throughout the world. This collection brings together 22 of the best papers--most with new afterwords by the authors--presented in chronological order to show how science fiction and fantasy criticism has evolved since 1979.

Book Superior Beings

    Book Details:
  • Author : BRAMS
  • Publisher : Springer Science & Business Media
  • Release : 2013-11-11
  • ISBN : 1475718071
  • Pages : 211 pages

Download or read book Superior Beings written by BRAMS and published by Springer Science & Business Media. This book was released on 2013-11-11 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: The central question I pose in this book is: If there existed a supe rior being who possessed the supernatural qualities of omni science, omnipotence, immortality, and incomprehensibility, how would he/she act differently from us, and would these differences be knowable? (ßecause God, the superior being in the Judeo Christian tradition, is generally described as a male, I shall hence forth use the masculine pronoun form for convenience, but I intend no invidious gender distinctions, whether applied to super natural or natural beings.l Theologians, philosophers of religion, and erudite scholars in other disciplines have addressed this and related questions before, but their answers, generally speaking, have not been informed by any systematic or rigorous theory. I believe the mathematical theory of games, which has little to do with the frivolity and playfulness we normally associate with games, provides a powerful tool for clarifying the key theo logical concepts in my central question and drawing out their implications in games played between human and superior beings. I am fully aware that not everybody will agree that omni science, omnipotence, immortality, and incomprehensibility are what I say they are, but I invite them to propose their own defi- Preface viii nitions and derive their own conclusions with the aid of the theory. By endowing these protean concepts with unambiguous meanings, I will try to show how game theory can breathe life into questions that have been dismissed too quickly simply because they are metaphysical-outside the world of experience.

Book Science Fiction Video Games

Download or read book Science Fiction Video Games written by Neal Roger Tringham and published by CRC Press. This book was released on 2014-09-10 with total page 540 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical analysis, especially the analysis of narrative. The author analyzes narrative via an original categorization of story forms in games. He also discusses video games as works of science fiction, including their characteristic themes and the links between them and other forms of science fiction. Delve into a Collection of Science Fiction Games The beginning chapters explore game design and the history of science-fictional video games. The majority of the text deals with individual science-fictional games and the histories and natures of their various forms, such as the puzzle-based adventure and the more exploratory and immediate computer role-playing game (RPG).