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Book Netgames

    Book Details:
  • Author : Kelly Maloni
  • Publisher : Random House Puzzles & Games
  • Release : 1994
  • ISBN :
  • Pages : 302 pages

Download or read book Netgames written by Kelly Maloni and published by Random House Puzzles & Games. This book was released on 1994 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: A slick, encyclopedic guide to the 2,000 active games available online. This book is completely illustrated, cross-referenced, and formatted for easy use--with a unique rating system that lets users pre-screen their options, experiment with new games, and save time and money. Entries include a description of the featured game, listings of game sites and addresses, playing instructions, strategy tips, and visual images from the nets. (Communications /Networking)

Book NetGames 2

    Book Details:
  • Author : Michael Wolff
  • Publisher : Madison Books
  • Release : 1996
  • ISBN : 9780679770343
  • Pages : 386 pages

Download or read book NetGames 2 written by Michael Wolff and published by Madison Books. This book was released on 1996 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: Covers more than 4,000 games and more than 100 MUDs, MUSHes, and MOOs.

Book Transactions on Edutainment II

Download or read book Transactions on Edutainment II written by Abdennour El Rhalibi and published by Springer Science & Business Media. This book was released on 2009-07-28 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume contains a selection of outstanding contributions from GDTW 2008, the 6th International Conference in Game Design and Technology, which took place in the UK, in November 2008, and Cyberworlds 2008, held in Hangzhou, China, in September 2008.

Book Passive and Active Network Measurement

Download or read book Passive and Active Network Measurement written by Mark Claypool and published by Springer. This book was released on 2008-04-29 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2008 edition of the Passive and Active Measurement Conference was the ninth of a series of successful events. Since 2000, the Passive and Active M- surement (PAM) conference has provided a forum for presenting and discussing innovative and early work in the area of Internet measurement. PAM has a tradition of being a workshop-like conference with lively discussion and active participation from all attendees. This event focuses on research and practical applications of network measurement and analysis techniques. This year’s c- ference was held in Cleveland, Ohio. PAM2008’s call for papers attracted 71 submissions. Each paper was ca- fully reviewed by at least three members of the Technical Program Committee. The reviewing process led to the acceptance of 23 papers. The papers were - ranged into eight sessions covering the following areas: addressing and topology, applications,classi?cationandsampling,measurementsystems andframeworks, wireless 802.11, tools, characterization and trends, and malware and anomalies. We are very grateful to Endace, Intel and Cisco Systems whose sponsoring allowed us to keep low registration costs and also to o?er several travel grants to PhD students. We are also grateful to Case Western Reserve University for sponsoring PAM as a host.

Book Vroom  Speed and Acceleration

Download or read book Vroom Speed and Acceleration written by Stephanie Paris and published by Triangle Interactive, Inc. . This book was released on 2018-03-29 with total page 69 pages. Available in PDF, EPUB and Kindle. Book excerpt: Read Along or Enhanced eBook: Accelerate through the pages of this book and introduce readers to physics and how it assists objects to move. This stimulating nonfiction title includes real-life examples and basic experiments to facilitate further understanding of physics. Readers will learn about velocity, Newton's Second Law of Motion, thrust, gravity, momentum, and g-force through vibrant and colorful images, fascinating facts in conjunction with informational text, accommodating graphs and diagrams.

Book Passive and Active Measurement

Download or read book Passive and Active Measurement written by Philipp Richter and published by Springer Nature. This book was released on with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Computer Games

Download or read book Computer Games written by Blair Carter and published by Nova Publishers. This book was released on 2002 with total page 182 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Book Cloud Computing

    Book Details:
  • Author : Victor C.M. Leung
  • Publisher : Springer
  • Release : 2014-04-29
  • ISBN : 3319055062
  • Pages : 295 pages

Download or read book Cloud Computing written by Victor C.M. Leung and published by Springer. This book was released on 2014-04-29 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post conference proceedings of the 4th International Conference on Cloud Computing, Cloud Comp 2013, held in Wuhan, China, in October 2013. The 28 revised full papers were carefully reviewed and selected from numerous submissions and cover topics such as mobile cloud computing, services, applications, IoT on cloud, architectures and big data, cloud-assisted pervasive computing and services, management and virtualization for cloud, cloud security.

Book MediaSync

    Book Details:
  • Author : Mario Montagud
  • Publisher : Springer
  • Release : 2018-03-26
  • ISBN : 3319658409
  • Pages : 706 pages

Download or read book MediaSync written by Mario Montagud and published by Springer. This book was released on 2018-03-26 with total page 706 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users’ perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences.

Book Technologies for E Learning and Digital Entertainment

Download or read book Technologies for E Learning and Digital Entertainment written by Zhigeng Pan and published by Springer. This book was released on 2006-03-22 with total page 1420 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.

Book Dungeon Hacks

    Book Details:
  • Author : David L. Craddock
  • Publisher : CRC Press
  • Release : 2021-08-10
  • ISBN : 1000425673
  • Pages : 172 pages

Download or read book Dungeon Hacks written by David L. Craddock and published by CRC Press. This book was released on 2021-08-10 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today—and beyond.

Book Networking and Online Games

Download or read book Networking and Online Games written by Grenville Armitage and published by John Wiley & Sons. This book was released on 2006-08-04 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

Book Emerging Technologies and Applications for Cloud Based Gaming

Download or read book Emerging Technologies and Applications for Cloud Based Gaming written by Krishna, P. Venkata and published by IGI Global. This book was released on 2016-07-13 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online gaming is widely popular and gaining more user attention every day. Computer game industries have made considerable growth in terms of design and development, but the scarcity of hardware resources at player or client side is a major pitfall for the latest high-end multimedia games. Cloud gaming is one proposed solution, allowing the end-user to play games using a variety of platforms with less demanding hardware requirements. Emerging Technologies and Applications for Cloud-Based Gaming explores the opportunities for the gaming industry through the integration of cloud computing. Focusing on design methodologies, fundamental architectures, and the end-user experience, this publication is an essential reference source for IT specialists, game developers, researchers, and graduate-level students.

Book Passive and Active Measurement

Download or read book Passive and Active Measurement written by Oliver Hohlfeld and published by Springer Nature. This book was released on 2022-03-21 with total page 691 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 23rd International Conference on Passive and Active Measurement, PAM 2022, held in March 2022. Due to COVID-19 pandemic, the conference was held virtually. The 15 full papers and 15 short papers presented in this volume were carefully reviewed and selected from 62 submissions. The papers present emerging and early-stage research in network measurements – work that seeks to better understand complex, real-world networked systems and offer critical empirical foundations and support to network research.

Book Handbook of Multimedia for Digital Entertainment and Arts

Download or read book Handbook of Multimedia for Digital Entertainment and Arts written by Borko Furht and published by Springer Science & Business Media. This book was released on 2010-03-10 with total page 764 pages. Available in PDF, EPUB and Kindle. Book excerpt: The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.

Book Handbook of Digital Games

Download or read book Handbook of Digital Games written by Marios C. Angelides and published by John Wiley & Sons. This book was released on 2014-02-19 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.

Book

    Book Details:
  • Author :
  • Publisher : Information Gatekeepers Inc
  • Release :
  • ISBN :
  • Pages : 19 pages

Download or read book written by and published by Information Gatekeepers Inc. This book was released on with total page 19 pages. Available in PDF, EPUB and Kindle. Book excerpt: