Author: Robin Christie
Publisher:
ISBN: 9780473431884
Category : Classroom environment
Languages : en
Pages :
Book Description
Design, Build, Play
Author: Robin Christie
Publisher:
ISBN: 9780473431884
Category : Classroom environment
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9780473431884
Category : Classroom environment
Languages : en
Pages :
Book Description
The Design-Build Studio
Author: Tolya Stonorov
Publisher: Routledge
ISBN: 131730795X
Category : Architecture
Languages : en
Pages : 486
Book Description
The Design-Build Studio examines sixteen international community driven design-build case studies through process and product, with preceding chapters on community involvement, digital and handcraft methodologies and a graphic Time Map. Together these projects serve as a field guide to the current trends in academic design-build studios, a window into the different processes and methodologies being taught and realized today. Design-build supports the idea that building, making and designing are intrinsic to each other: knowledge of one strengthens and informs the expression of the other. Hands-on learning through the act of building what you design translates theories and ideas into real world experience. The work chronicled in this book reveals how this type of applied knowledge grounds us in the physicality of the world in which we live.
Publisher: Routledge
ISBN: 131730795X
Category : Architecture
Languages : en
Pages : 486
Book Description
The Design-Build Studio examines sixteen international community driven design-build case studies through process and product, with preceding chapters on community involvement, digital and handcraft methodologies and a graphic Time Map. Together these projects serve as a field guide to the current trends in academic design-build studios, a window into the different processes and methodologies being taught and realized today. Design-build supports the idea that building, making and designing are intrinsic to each other: knowledge of one strengthens and informs the expression of the other. Hands-on learning through the act of building what you design translates theories and ideas into real world experience. The work chronicled in this book reveals how this type of applied knowledge grounds us in the physicality of the world in which we live.
The Science of Play
Author: Susan G. Solomon
Publisher: University Press of New England
ISBN: 1611686113
Category : Architecture
Languages : en
Pages : 231
Book Description
Poor design and wasted funding characterize today's American playgrounds. A range of factors--including a litigious culture, overzealous safety guidelines, and an ethos of risk aversion--have created uniform and unimaginative playgrounds. These spaces fail to nurture the development of children or promote playgrounds as an active component in enlivening community space. Solomon's book demonstrates how to alter the status quo by allying data with design. Recent information from the behavioral sciences indicates that kids need to take risks; experience failure but also have a chance to succeed and master difficult tasks; learn to plan and solve problems; exercise self-control; and develop friendships. Solomon illustrates how architects and landscape architects (most of whom work in Europe and Japan) have already addressed these needs with strong, successful playground designs. These innovative spaces, many of which are more multifunctional and cost effective than traditional playgrounds, are both sustainable and welcoming. Having become vibrant hubs within their neighborhoods, these play sites are models for anyone designing or commissioning an urban area for children and their families. The Science of Play, a clarion call to use playground design to deepen the American commitment to public space, will interest architects, landscape architects, urban policy makers, city managers, local politicians, and parents.
Publisher: University Press of New England
ISBN: 1611686113
Category : Architecture
Languages : en
Pages : 231
Book Description
Poor design and wasted funding characterize today's American playgrounds. A range of factors--including a litigious culture, overzealous safety guidelines, and an ethos of risk aversion--have created uniform and unimaginative playgrounds. These spaces fail to nurture the development of children or promote playgrounds as an active component in enlivening community space. Solomon's book demonstrates how to alter the status quo by allying data with design. Recent information from the behavioral sciences indicates that kids need to take risks; experience failure but also have a chance to succeed and master difficult tasks; learn to plan and solve problems; exercise self-control; and develop friendships. Solomon illustrates how architects and landscape architects (most of whom work in Europe and Japan) have already addressed these needs with strong, successful playground designs. These innovative spaces, many of which are more multifunctional and cost effective than traditional playgrounds, are both sustainable and welcoming. Having become vibrant hubs within their neighborhoods, these play sites are models for anyone designing or commissioning an urban area for children and their families. The Science of Play, a clarion call to use playground design to deepen the American commitment to public space, will interest architects, landscape architects, urban policy makers, city managers, local politicians, and parents.
Game Programming Patterns
Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Create Computer Games
Author: Patrick McCabe
Publisher: John Wiley & Sons
ISBN: 1119404223
Category : Juvenile Nonfiction
Languages : en
Pages : 258
Book Description
PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code build some basic knowledge of how computer code drives videogames Get animated create simple graphics and learn how to put them in motion Update a classic put your knowledge together to put your modern twist on a classic game
Publisher: John Wiley & Sons
ISBN: 1119404223
Category : Juvenile Nonfiction
Languages : en
Pages : 258
Book Description
PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code build some basic knowledge of how computer code drives videogames Get animated create simple graphics and learn how to put them in motion Update a classic put your knowledge together to put your modern twist on a classic game
LEGO Build Yourself Happy
Author: Abbie Headon
Publisher: Penguin
ISBN: 1465496009
Category : Body, Mind & Spirit
Languages : en
Pages : 178
Book Description
Release your inner child and build yourself happy with LEGO® bricks. Are you failing to find inner peace on a yoga mat? Does life feel like all work and no play? Having fun and getting creative can boost your mood and your well-being. So if you're looking for ways to unwind and make time for yourself, then let this book guide you on a LEGO® brick road to happiness. With more than 50 mindful LEGO building activities, discover how you can find balance, connect with friends and family, relax and improve your sleep habits. ©2019 The LEGO Group.
Publisher: Penguin
ISBN: 1465496009
Category : Body, Mind & Spirit
Languages : en
Pages : 178
Book Description
Release your inner child and build yourself happy with LEGO® bricks. Are you failing to find inner peace on a yoga mat? Does life feel like all work and no play? Having fun and getting creative can boost your mood and your well-being. So if you're looking for ways to unwind and make time for yourself, then let this book guide you on a LEGO® brick road to happiness. With more than 50 mindful LEGO building activities, discover how you can find balance, connect with friends and family, relax and improve your sleep habits. ©2019 The LEGO Group.
Design, Make, Play
Author: Margaret Honey
Publisher: Routledge
ISBN: 1136265686
Category : Education
Languages : en
Pages : 258
Book Description
Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council’s new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children’s intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.
Publisher: Routledge
ISBN: 1136265686
Category : Education
Languages : en
Pages : 258
Book Description
Design, Make, Play: Growing the Next Generation of STEM Innovators is a resource for practitioners, policymakers, researchers and program developers that illuminates creative, cutting edge ways to inspire and motivate young people about science and technology learning. The book is aligned with the National Research Council’s new Framework for Science Education, which includes an explicit focus on engineering and design content, as well as integration across disciplines. Extensive case studies explore real world examples of innovative programs that take place in a variety of settings, including schools, museums, community centers, and virtual spaces. Design, Make, and Play are presented as learning methodologies that have the power to rekindle children’s intrinsic motivation and innate curiosity about STEM (science, technology, engineering, and mathematics) fields. A digital companion app showcases rich multimedia that brings the stories and successes of each program—and the students who learn there—to life.
Integrated Practice in Architecture
Author: George Elvin
Publisher: John Wiley & Sons
ISBN: 0471998494
Category : Architecture
Languages : en
Pages : 274
Book Description
Endorsed by The American Institute of Architects, this work is about integrated practice in architecture, which is the collaborative design, construction, and life-cycle management of buildings.
Publisher: John Wiley & Sons
ISBN: 0471998494
Category : Architecture
Languages : en
Pages : 274
Book Description
Endorsed by The American Institute of Architects, this work is about integrated practice in architecture, which is the collaborative design, construction, and life-cycle management of buildings.
Design/Build with Jersey Devil
Author: Charlie Hailey
Publisher: Chronicle Books
ISBN: 1616895187
Category : Architecture
Languages : en
Pages : 169
Book Description
Steve Badanes, Jim Adamson, and John Ringel believe an architect's job does not stop at designing a building, but that it extends to constructing it as well. Now working into their fifth decade, Jersey Devil, the loose-knit group they founded in 1972, bands together under this design/build ethos that an architect's place is just as much on the job site as it is at the drawing board. The trio pioneered design/build practice and their influence has spawned more than one hundred design/build programs. Jersey Devil's process and expertise are unpacked in this Architecture Brief, providing students and teachers with a toolkit for design/build education. Through stories, didactic commentary, and sample exercises, the Design/Build complements nuts-and-bolts content with Jersey Devil's philosophy and perspective, allowing the book to impart practical instruction while acting as a valuable guide for navigating the elusive challenges of design/build. Themes touch on socially responsible architecture, intuition and intentionality, detailing and fostering craftsmanship, group work and collaboration, off-the-shelf components and nonstandard applications, educational reform, ethos and risk, good life and play, the politics of building, and university-community relations.
Publisher: Chronicle Books
ISBN: 1616895187
Category : Architecture
Languages : en
Pages : 169
Book Description
Steve Badanes, Jim Adamson, and John Ringel believe an architect's job does not stop at designing a building, but that it extends to constructing it as well. Now working into their fifth decade, Jersey Devil, the loose-knit group they founded in 1972, bands together under this design/build ethos that an architect's place is just as much on the job site as it is at the drawing board. The trio pioneered design/build practice and their influence has spawned more than one hundred design/build programs. Jersey Devil's process and expertise are unpacked in this Architecture Brief, providing students and teachers with a toolkit for design/build education. Through stories, didactic commentary, and sample exercises, the Design/Build complements nuts-and-bolts content with Jersey Devil's philosophy and perspective, allowing the book to impart practical instruction while acting as a valuable guide for navigating the elusive challenges of design/build. Themes touch on socially responsible architecture, intuition and intentionality, detailing and fostering craftsmanship, group work and collaboration, off-the-shelf components and nonstandard applications, educational reform, ethos and risk, good life and play, the politics of building, and university-community relations.
Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680
Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.