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Book Using Computer Science in Digital Gaming Careers

Download or read book Using Computer Science in Digital Gaming Careers written by Jennifer Culp and published by The Rosen Publishing Group, Inc. This book was released on 2017-07-15 with total page 82 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the past three decades, video games have moved from the arcade to the home to the palm of a player�s hand. And all of those changes have been made possible through technological advancements and application of these advancements through coding. This guide gives those who have already decided to apply their skills to creating digital games, as well as those who love games but don�t have a solid career path in mind, the tools and knowledge that every job seeker needs to begin building a career.

Book Coding Your Passion

    Book Details:
  • Author : Various
  • Publisher : Rosen Young Adult
  • Release : 2017-07-30
  • ISBN : 9781499466287
  • Pages : 0 pages

Download or read book Coding Your Passion written by Various and published by Rosen Young Adult. This book was released on 2017-07-30 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many students want high-tech careers that implement the STEAM skills they're learning in school, but aren't sure what that job looks like or how to reconcile it with their true passion. This series answers those doubts. These books tackle the intersection between one's passions and their wide-ranging applications in computer science. Each book covers various academic and professional opportunities, including classes, camps, and internships, in addition to the outlook for different dream careers in computer science, leaving readers confident about their future in the workplace and a lifetime of doing, and getting paid to do, what they love.

Book Connecting Teens with Technology at the Library

Download or read book Connecting Teens with Technology at the Library written by Kelly Nicole Czarnecki and published by Rowman & Littlefield. This book was released on 2021-05-29 with total page 119 pages. Available in PDF, EPUB and Kindle. Book excerpt: Connecting Teens with Technology at the Library presents a balanced view of the often complex relationship between teenagers and their technology. This book will help support fellow teen-serving staff nationwide in program creation and collection development on this relevant topic. Throughout the chapters, the authors take a lens of inclusivity to address the needs of many teens-not just those that are avid users. While programming is central to most books about teens and technology in the library, this read goes beyond a mere listing of program ideas or reviews but offers practical advice for linking these technology programs with real-world applications such as future careers and community partnerships. The authors provide options of low-tech and high-tech as well as how to engage youth during the pandemic and beyond. The book also explores areas of connecting teens with technology beyond programming and into areas of mentoring and community building; the foundational blocks of the library. Whether readers are just starting out in libraries or are a seasoned library worker, this book has tips to engage every reader in welcoming teens to the technology resources of the library. With Connecting Teens with Technology at the Library, Czarnecki and Harris have created an essential manual for working with teens through and with technology. From matching your program with the library’s mission, to developing your professional and teen collections with technology centered materials, to sample programs that your teens will love, this book has everything you need to create an impactful technology program that works in and out of the library.

Book Careers in Focus

Download or read book Careers in Focus written by and published by Infobase Publishing. This book was released on 2009 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: For each position, the authors include a brief overview and its history. Discussions of education, certifications, or licensing required; a detailed job description; salary; and the future outlook are also supplied.

Book Using Computer Science in Digital Music Careers

Download or read book Using Computer Science in Digital Music Careers written by Jennifer Culp and published by The Rosen Publishing Group, Inc. This book was released on 2017-07-15 with total page 82 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating music twenty years ago was done very differently from the way it�s created today. Musicians can write, record, and mix their own music from a laptop, rather than waiting to make it big through more traditional means. This guide to the modern age of digital music and careers that can be found within that field takes readers through basic coding concepts, real-world career advice, and some of the career paths that can be explored by the music and technology savvy.

Book Careers in Focus  Computer and Video Game Design  Third Edition

Download or read book Careers in Focus Computer and Video Game Design Third Edition written by James Chambers and published by Infobase Holdings, Inc. This book was released on 2022-06-01 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ferguson's Careers in Focus books are a valuable career exploration tool for libraries and career centers. Written in an easy-to-understand yet informative style, this series surveys a wide array of commonly held jobs and is arranged into volumes organized by specific industries and interests. Each of these informative books is loaded with up-to-date career information presented in a featured industry article and a selection of detailed professions articles. The information here has been researched, vetted, and analyzed by Ferguson's editors, drawing from government and industry sources, professional groups, news reports, career and job-search resources, and a variety of other sources. For readers making career choices, these books offer a wealth of helpful information and resources.

Book Game Coding Complete

Download or read book Game Coding Complete written by Mike McShaffry and published by . This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McSahffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and gam engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology.

Book Computer Science Education

Download or read book Computer Science Education written by Sue Sentance and published by Bloomsbury Publishing. This book was released on 2023-02-23 with total page 331 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing together the most up-to-date research from experts all across the world, the second edition of Computer Science Education offers the most up-to-date coverage available on this developing subject, ideal for building confidence of new pre-service and in-service educators teaching a new discipline. It provides an international overview of key concepts, pedagogical approaches and assessment practices. Highlights of the second edition include: - New sections on machine learning and data-driven (epistemic) programming - A new focus on equity and inclusion in computer science education - Chapters updated throughout, including a revised chapter on relating ethical and societal aspects to knowledge-rich aspects of computer science education - A new set of chapters on the learning of programming, including design, pedagogy and misconceptions - A chapter on the way we use language in the computer science classroom. The book is structured to support the reader with chapter outlines, synopses and key points. Explanations of key concepts, real-life examples and reflective points keep the theory grounded in classroom practice. The book is accompanied by a companion website, including online summaries for each chapter, 3-minute video summaries by each author and an archived chapter on taxonomies and competencies from the first edition.

Book Careers in the Computer Game Industry

Download or read book Careers in the Computer Game Industry written by Dave Gerardi and published by The Rosen Publishing Group, Inc. This book was released on 2005-01-15 with total page 154 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides an overview of the professional opportunities in the computer game industry, discusses educational requirements, and includes information on responsibilities and employment outlook.

Book Game Physics Engine Development

Download or read book Game Physics Engine Development written by Ian Millington and published by CRC Press. This book was released on 2010-07-23 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Physics is really important to game programmers who need to know how to add physical realism to their games. They need to take into account the laws of physics when creating a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more real to the observer or player.The game engine ne

Book Careers in Online Gaming

Download or read book Careers in Online Gaming written by J. Poolos and published by The Rosen Publishing Group, Inc. This book was released on 2013-07-15 with total page 82 pages. Available in PDF, EPUB and Kindle. Book excerpt: The gaming industry has exploded in the past decade. However, online gaming is positioned to take this industry to the next level. Readers are introduced to what online gaming actually is and how it is significantly different from traditional gaming. Further, this title offers young people an invaluable resource into the burgeoning fields in online gaming, such as social gaming, which involves social networking in gameplay; designing games, which requires artistic as well as computer skills; and software engineers, who need to understand the online platform. In addition to job descriptions, readers learn of the specific educational requirements employers seek as well as insights from real-world professionals in the various fields, which add perspective and depth to already-informative content. This title is essential for anyone looking to dive into this creative industry that still offers a lot of potential.

Book Careers in Video Game Development

Download or read book Careers in Video Game Development written by Institute for Career Research and published by . This book was released on 2020-01-12 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: VIDEO GAMES HAVE COME A LONG WAY since the days of Pong and Spacewar! Within just a few decades, the global video game industry has grown into a $180 billion a year behemoth with players all over the world buying games for their Xbox systems, computers, smartphones, and handheld game consoles. It is still growing, at a rate that is four times faster than the growth of the overall US economy. It is not unusual for major studios to have 200-plus teams working on a single game with a $20 million budget. Yet, this industry is unique in that anyone - even a single self-taught home coder - can make a new game and potentially get into the action. Game development combines art and science to create games for entertainment and education. On the artistic side, a designer comes up with the idea for a new game, artists add visual elements like characters and environments, and audio engineers flesh out the ambience with sound effects and voices. On the technical side, programmers bring it all to life with coding that tells the computer what to do throughout the game. A game developer is defined as anyone who makes games. That could be someone who does it all, from beginning to end. It is more often someone who is on a game team, performing a specific job function such as concept artist or quality control tester. The workday is usually spent either in front of a computer or in meetings to discuss the next steps.There are two kinds of employers in this field: independent studios and AAA studios. Indie studios can be as small as one person, but they usually have a small team and a small budget. AAA studios are big corporations with millions to spend and best-selling titles to their credit. The demand for developers is steadily increasing in both, however, there is a certain element of uncertainty in the business. Layoffs are common due to intense competition in the marketplace that often causes a project to fail. As a result, developers need to be prepared to move on to another job at any time. On average, a developer will hold three or four jobs within a five year period. On the plus side, the pay is excellent even for beginners. Entry-level salaries start at around $50,000 and experienced developers can command upwards of $150,000.Due to the differences in job roles, there is no prescribed way to prepare for this career. Learning the necessary skills can be accomplished in one of two ways: informal (self-study) or formal (college). Which one you choose depends on the type of work you want to do. Self-taught developers learn their skills through books, workshops, and online courses. Much of it can be acquired for free. Developers who go the college route usually pursue bachelor's degrees in computer science, art, or video game development. There are also a few specialty vocational schools that are focused on training game developers.The video game industry employs thousands of people from around the world, with almost 8,000 new positions opening up each year. It can be tough to land one of those jobs, regardless of education and experience. Like most creative fields, many people are attracted by the money and the perceived glamor. There are millions of kids who grew up on video games who dream of spending their entire lives with games. Despite the competition, it is possible to break into this field. The key is to work really, really hard to sharpen your skills and learn every aspect of the game development process. Prove you have done that with an excellent portfolio that demonstrates talent and a genuine interest in the work itself, and employers will be interested in you.

Book Gender  Age  and Digital Games in the Domestic Context

Download or read book Gender Age and Digital Games in the Domestic Context written by Alison Harvey and published by Routledge. This book was released on 2015-03-27 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Western digital game play has shifted in important ways over the last decade, with a plethora of personal devices affording a range of increasingly diverse play experiences. Despite the celebration of a more inclusive environment of digital game play, very little grounded research has been devoted to the examination of familial play and the domestication of digital games, as opposed to evolving public and educational contexts. This book is the first study to provide a situated investigation of the site of family play— the shared spaces and private places of gameplay within the domestic sphere. It carries out an empirically grounded and critical analysis of what marketing and sales discourses about shifts in the digital games audience actually look like in the space of the home, as well as the social and cultural role these ludic technologies take in the everyday practices of the family in the domestic context. It examines the material realities of video game technologies in the home; including time management and spatial organization, as well as the discursive role these devices play in discussions of technological competence and its complex relationship to age, generational differences, and gender performance. Harvey’s interdisciplinary approach and innovative methodology will hold great critical appeal for those studying digital culture, children’s media, and feminist studies of new media, as well as critical theories of technology and leisure and sport theory.

Book Integrating an Awareness of Selfhood and Society into Virtual Learning

Download or read book Integrating an Awareness of Selfhood and Society into Virtual Learning written by Stricker, Andrew and published by IGI Global. This book was released on 2017-01-05 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent technological advances have opened new platforms for learning and teaching. By utilizing virtual spaces, more educational opportunities are created for students who cannot attend a physical classroom environment. Integrating an Awareness of Selfhood and Society into Virtual Learning is a pivotal reference source that discusses the latest scholarly perspectives on creating meaningful learning and sensory engagement in virtual learning spaces, and examines how selfhood is expressed in these environments. Highlighting emerging topics in education, such as gender considerations, leadership development, and situated learning, this book is ideally designed for professionals, practitioners, graduate students, and academics interested in the role of virtual reality in learning contexts.

Book International Conference on Gender Research

Download or read book International Conference on Gender Research written by and published by Academic Conferences and publishing limited. This book was released on 2018-04-12 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Game Engine Architecture

Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.

Book Digital Games and Learning

Download or read book Digital Games and Learning written by Sara de Freitas and published by Bloomsbury Publishing. This book was released on 2011-01-27 with total page 309 pages. Available in PDF, EPUB and Kindle. Book excerpt: The popularity of entertainment gaming over the last decades has led to the use of games for non-entertainment purposes in areas such as training and business support. The emergence of the serious games movement has capitalized on this interest in leisure gaming, with an increase in leisure game approaches in schools, colleges, universities and in professional training and continuing professional development. The movement raises many significant issues and challenges for us. How can gaming and simulation technologies be used to engage learners? How can games be used to motivate, deepen and accelerate learning? How can they be used to greatest effect in learning and teaching? The contributors explore these and many other questions that are vital to our understanding of the paradigm shift from conventional learning environments to learning in games and simulations.