Author: Ismail Ergen
Publisher: Allied Publishers
ISBN: 9390951453
Category : Computers
Languages : en
Pages : 124
Book Description
In a future situation known as the Metaverse, individuals will be able to enter a shared online reality that contains avatars—digital representations of both themselves and other users—through the use of advanced computing.In this book you will find the potential for graphic design in this space is enormous; as metaverse applications advance and take on more realism, graphic designers will be expected to provide intuitive, aesthetically pleasing user interfaces and user experiences. By making unique images for metaverse platforms, graphic artists may discover new ways to profit from their work in the future.
Design in Metaverse: Artificial Intelligence, Game Design, Style-Gan2 and More…
Author: Ismail Ergen
Publisher: Allied Publishers
ISBN: 9390951453
Category : Computers
Languages : en
Pages : 124
Book Description
In a future situation known as the Metaverse, individuals will be able to enter a shared online reality that contains avatars—digital representations of both themselves and other users—through the use of advanced computing.In this book you will find the potential for graphic design in this space is enormous; as metaverse applications advance and take on more realism, graphic designers will be expected to provide intuitive, aesthetically pleasing user interfaces and user experiences. By making unique images for metaverse platforms, graphic artists may discover new ways to profit from their work in the future.
Publisher: Allied Publishers
ISBN: 9390951453
Category : Computers
Languages : en
Pages : 124
Book Description
In a future situation known as the Metaverse, individuals will be able to enter a shared online reality that contains avatars—digital representations of both themselves and other users—through the use of advanced computing.In this book you will find the potential for graphic design in this space is enormous; as metaverse applications advance and take on more realism, graphic designers will be expected to provide intuitive, aesthetically pleasing user interfaces and user experiences. By making unique images for metaverse platforms, graphic artists may discover new ways to profit from their work in the future.
Research, Innovation, and Industry Impacts of the Metaverse
Author: Kumar, Jeetesh
Publisher: IGI Global
ISBN:
Category : Computers
Languages : en
Pages : 361
Book Description
Imagine a world where the digital and physical worlds intertwine seamlessly - this is the metaverse. This complex digital environment has the potential to revolutionize our lives in a multitude of ways. Yet the lack of standardized frameworks and guidelines creates a fragmented ecosystem with varying levels of security, privacy, and usability that can hinder the integration of the metaverse into our daily lives in cohesive, safe, and beneficial ways. Research, Innovation, and Industry Impacts of the Metaverse offers a comprehensive solution to the challenges posed by the metaverse. It serves as a roadmap for researchers, academics, and practitioners by providing a structured framework for exploring the metaverse. It covers foundational technologies, academic research, real-world applications, and challenges, offering insights into defining the metaverse, its technologies, and future potential. The book equips readers with the knowledge and tools needed to navigate the complexities of the metaverse and contribute to its responsible development. Showcasing the latest research contributions, this book initiates academic discourse and innovation. It fosters interdisciplinary collaboration, ensuring a holistic understanding of the metaverse's impact on society, education, commerce, and more, while empowering readers to harness the metaverse's full potential.
Publisher: IGI Global
ISBN:
Category : Computers
Languages : en
Pages : 361
Book Description
Imagine a world where the digital and physical worlds intertwine seamlessly - this is the metaverse. This complex digital environment has the potential to revolutionize our lives in a multitude of ways. Yet the lack of standardized frameworks and guidelines creates a fragmented ecosystem with varying levels of security, privacy, and usability that can hinder the integration of the metaverse into our daily lives in cohesive, safe, and beneficial ways. Research, Innovation, and Industry Impacts of the Metaverse offers a comprehensive solution to the challenges posed by the metaverse. It serves as a roadmap for researchers, academics, and practitioners by providing a structured framework for exploring the metaverse. It covers foundational technologies, academic research, real-world applications, and challenges, offering insights into defining the metaverse, its technologies, and future potential. The book equips readers with the knowledge and tools needed to navigate the complexities of the metaverse and contribute to its responsible development. Showcasing the latest research contributions, this book initiates academic discourse and innovation. It fosters interdisciplinary collaboration, ensuring a holistic understanding of the metaverse's impact on society, education, commerce, and more, while empowering readers to harness the metaverse's full potential.
Procedural Content Generation in Games
Author: Noor Shaker
Publisher: Springer
ISBN: 3319427164
Category : Computers
Languages : en
Pages : 247
Book Description
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Publisher: Springer
ISBN: 3319427164
Category : Computers
Languages : en
Pages : 247
Book Description
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Architectonics of Game Spaces
Author: Andri Gerber
Publisher: Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
ISBN: 9783837648027
Category :
Languages : en
Pages : 346
Book Description
What consequences does the design of the virtual yield for architecture and to what extent can architecture be used to turn game-worlds into sustainable places in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with architecture.
Publisher: Transcript Verlag, Roswitha Gost, Sigrid Nokel u. Dr. Karin Werner
ISBN: 9783837648027
Category :
Languages : en
Pages : 346
Book Description
What consequences does the design of the virtual yield for architecture and to what extent can architecture be used to turn game-worlds into sustainable places in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with architecture.
The God Machine
Author: Martin Caidin
Publisher:
ISBN:
Category :
Languages : en
Pages : 292
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 292
Book Description
Data-Driven Engineering Design
Author: Ang Liu
Publisher: Springer Nature
ISBN: 3030881814
Category : Technology & Engineering
Languages : en
Pages : 203
Book Description
This book addresses the emerging paradigm of data-driven engineering design. In the big-data era, data is becoming a strategic asset for global manufacturers. This book shows how the power of data can be leveraged to drive the engineering design process, in particular, the early-stage design. Based on novel combinations of standing design methodology and the emerging data science, the book presents a collection of theoretically sound and practically viable design frameworks, which are intended to address a variety of critical design activities including conceptual design, complexity management, smart customization, smart product design, product service integration, and so forth. In addition, it includes a number of detailed case studies to showcase the application of data-driven engineering design. The book concludes with a set of promising research questions that warrant further investigation. Given its scope, the book will appeal to a broad readership, including postgraduate students, researchers, lecturers, and practitioners in the field of engineering design.
Publisher: Springer Nature
ISBN: 3030881814
Category : Technology & Engineering
Languages : en
Pages : 203
Book Description
This book addresses the emerging paradigm of data-driven engineering design. In the big-data era, data is becoming a strategic asset for global manufacturers. This book shows how the power of data can be leveraged to drive the engineering design process, in particular, the early-stage design. Based on novel combinations of standing design methodology and the emerging data science, the book presents a collection of theoretically sound and practically viable design frameworks, which are intended to address a variety of critical design activities including conceptual design, complexity management, smart customization, smart product design, product service integration, and so forth. In addition, it includes a number of detailed case studies to showcase the application of data-driven engineering design. The book concludes with a set of promising research questions that warrant further investigation. Given its scope, the book will appeal to a broad readership, including postgraduate students, researchers, lecturers, and practitioners in the field of engineering design.
A Pattern Language
Author: Christopher Alexander
Publisher: Oxford University Press
ISBN: 0190050357
Category : Architecture
Languages : en
Pages : 1216
Book Description
You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words, "lay the basis for an entirely new approach to architecture, building and planning, which will we hope replace existing ideas and practices entirely." The three books are The Timeless Way of Building, The Oregon Experiment, and this book, A Pattern Language. At the core of these books is the idea that people should design for themselves their own houses, streets, and communities. This idea may be radical (it implies a radical transformation of the architectural profession) but it comes simply from the observation that most of the wonderful places of the world were not made by architects but by the people. At the core of the books, too, is the point that in designing their environments people always rely on certain "languages," which, like the languages we speak, allow them to articulate and communicate an infinite variety of designs within a forma system which gives them coherence. This book provides a language of this kind. It will enable a person to make a design for almost any kind of building, or any part of the built environment. "Patterns," the units of this language, are answers to design problems (How high should a window sill be? How many stories should a building have? How much space in a neighborhood should be devoted to grass and trees?). More than 250 of the patterns in this pattern language are given: each consists of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seemly likely that they will be a part of human nature, and human action, as much in five hundred years as they are today.
Publisher: Oxford University Press
ISBN: 0190050357
Category : Architecture
Languages : en
Pages : 1216
Book Description
You can use this book to design a house for yourself with your family; you can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building. And you can use it to guide you in the actual process of construction. After a ten-year silence, Christopher Alexander and his colleagues at the Center for Environmental Structure are now publishing a major statement in the form of three books which will, in their words, "lay the basis for an entirely new approach to architecture, building and planning, which will we hope replace existing ideas and practices entirely." The three books are The Timeless Way of Building, The Oregon Experiment, and this book, A Pattern Language. At the core of these books is the idea that people should design for themselves their own houses, streets, and communities. This idea may be radical (it implies a radical transformation of the architectural profession) but it comes simply from the observation that most of the wonderful places of the world were not made by architects but by the people. At the core of the books, too, is the point that in designing their environments people always rely on certain "languages," which, like the languages we speak, allow them to articulate and communicate an infinite variety of designs within a forma system which gives them coherence. This book provides a language of this kind. It will enable a person to make a design for almost any kind of building, or any part of the built environment. "Patterns," the units of this language, are answers to design problems (How high should a window sill be? How many stories should a building have? How much space in a neighborhood should be devoted to grass and trees?). More than 250 of the patterns in this pattern language are given: each consists of a problem statement, a discussion of the problem with an illustration, and a solution. As the authors say in their introduction, many of the patterns are archetypal, so deeply rooted in the nature of things that it seemly likely that they will be a part of human nature, and human action, as much in five hundred years as they are today.
Design Science Research Methods and Patterns
Author: Vijay K. Vaishnavi
Publisher: CRC Press
ISBN: 1420059335
Category : Computers
Languages : en
Pages : 244
Book Description
Design research promotes understanding of advanced, cutting-edge information systems through the construction and evaluation of these systems and their components. Since this method of research can produce rigorous, meaningful results in the absence of a strong theory base, it excels in investigating new and even speculative technologies, offering
Publisher: CRC Press
ISBN: 1420059335
Category : Computers
Languages : en
Pages : 244
Book Description
Design research promotes understanding of advanced, cutting-edge information systems through the construction and evaluation of these systems and their components. Since this method of research can produce rigorous, meaningful results in the absence of a strong theory base, it excels in investigating new and even speculative technologies, offering
This Gaming Life
Author: Jim Rossignol
Publisher: University of Michigan Press
ISBN: 0472116355
Category : Games & Activities
Languages : en
Pages : 225
Book Description
"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
Publisher: University of Michigan Press
ISBN: 0472116355
Category : Games & Activities
Languages : en
Pages : 225
Book Description
"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
Towards a New Architecture
Author: Le Corbusier
Publisher: Courier Corporation
ISBN: 0486315649
Category : Architecture
Languages : en
Pages : 322
Book Description
Pioneering manifesto by founder of "International School." Technical and aesthetic theories, views of industry, economics, relation of form to function, "mass-production split," and much more. Profusely illustrated.
Publisher: Courier Corporation
ISBN: 0486315649
Category : Architecture
Languages : en
Pages : 322
Book Description
Pioneering manifesto by founder of "International School." Technical and aesthetic theories, views of industry, economics, relation of form to function, "mass-production split," and much more. Profusely illustrated.