Author: Georgios N. Yannakakis
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Artificial Intelligence and Games
Author: Georgios N. Yannakakis
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Meaningful Making
Author: Paulo Blikstein
Publisher:
ISBN: 9780989151191
Category : Activity programs in education
Languages : en
Pages : 158
Book Description
The FabLearn Fellows share inspirational ideas from their learning spaces, assessment strategies and recommended projects across a broad range of age levels. Illustrated with color photos of real student work, the Fellows take you on a tour of the future of learning, where children make sense of the world by making things that matter.
Publisher:
ISBN: 9780989151191
Category : Activity programs in education
Languages : en
Pages : 158
Book Description
The FabLearn Fellows share inspirational ideas from their learning spaces, assessment strategies and recommended projects across a broad range of age levels. Illustrated with color photos of real student work, the Fellows take you on a tour of the future of learning, where children make sense of the world by making things that matter.
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.
Children's Mathematics
Author: Thomas P. Carpenter
Publisher: Heinemann Educational Books
ISBN: 9780325052878
Category : Education
Languages : en
Pages : 0
Book Description
With a focus on children's mathematical thinking, this second edition adds new material on the mathematical principles underlying children's strategies, a new online video that illustrates student teacher interaction, and examines the relationship between CGI and the Common Core State Standards for Mathematics.
Publisher: Heinemann Educational Books
ISBN: 9780325052878
Category : Education
Languages : en
Pages : 0
Book Description
With a focus on children's mathematical thinking, this second edition adds new material on the mathematical principles underlying children's strategies, a new online video that illustrates student teacher interaction, and examines the relationship between CGI and the Common Core State Standards for Mathematics.
Writing in and about the Performing and Visual Arts
Author: Steven J. Corbett
Publisher: Wac Clearinghouse
ISBN: 9781646420247
Category : Art
Languages : en
Pages : 0
Book Description
This collection is intended for teachers and researchers who wish to infuse more writing into their performing and visual arts curriculums and courses.
Publisher: Wac Clearinghouse
ISBN: 9781646420247
Category : Art
Languages : en
Pages : 0
Book Description
This collection is intended for teachers and researchers who wish to infuse more writing into their performing and visual arts curriculums and courses.
Minecraft Lab
Author: funny notebook
Publisher: Createspace Independent Publishing Platform
ISBN: 9781981102518
Category :
Languages : en
Pages : 100
Book Description
Minecraft Lab: Grid Notebook: graph paper notebook: practice for kids 8.5"x11" / 100 Pages ------------------------------- Perfect for sketching and drawing Comic strips. Suitable Perfect for 1st grade.
Publisher: Createspace Independent Publishing Platform
ISBN: 9781981102518
Category :
Languages : en
Pages : 100
Book Description
Minecraft Lab: Grid Notebook: graph paper notebook: practice for kids 8.5"x11" / 100 Pages ------------------------------- Perfect for sketching and drawing Comic strips. Suitable Perfect for 1st grade.
An Architectural Approach to Level Design
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
Publisher: CRC Press
ISBN: 1351982923
Category : Computers
Languages : en
Pages : 474
Book Description
Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.
The Animator's Survival Kit
Author: Richard Williams
Publisher: Macmillan
ISBN: 086547897X
Category : Art
Languages : en
Pages : 393
Book Description
"A manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators"--Cover.
Publisher: Macmillan
ISBN: 086547897X
Category : Art
Languages : en
Pages : 393
Book Description
"A manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators"--Cover.
Frank Lloyd Wright Paper Models
Author:
Publisher: Laurence King Publishing
ISBN: 9781786270061
Category : Crafts & Hobbies
Languages : en
Pages : 0
Book Description
Frank Lloyd Wright Paper Models features step–by–step instructions and templates so you can create beautiful kirigami versions of Frank Lloyd Wright's iconic modernist architecture. Frank Lloyd Wright (1867–1959) is the most renowned and popular architect and designer in America. His buildings, including Fallingwater and New York's Guggenheim Museum, are iconic landmarks. Now you can create 14 of his best–loved buildings using the art of kirigami. Frank Lloyd Wright building kirigami templates included are: • Unity Temple • Frederick C. Robie House • Imperial Hotel • Aline Barnsdall "Hollyhock" House • Millard House (La Miniatura) • John Storer House • Freeman House • Charles Ennis House • National Life Insurance Building • Taliesin West • Herbert And Katherine Jacobs I House • Edgar J. Kaufmann House "Fallingwater" • Johnson Wax Administration Building • Solomon R. Guggenheim Museum Perfect for those that enjoy origami, each project features a short history of each house, step–by–step instructions and a template that you remove from the book. You follow the lines on the template, cutting and folding to make your own model. All you need is a scalpel, a cutting mat and a ruler. Clear cutting tips help you with the tricky stages, while photos of the finished model show you the final design. To make things easier, the most intricate parts of the templates have been pre–cut. Simply display your finished model and admire your handiwork. Frank Lloyd Wright Paper Models is a must for Wright fans and architectural model enthusiasts. "Kirigami is the elegant Japanese art of folding and cutting paper to create intricate models. It's also the perfect medium for recreating the harmonious architecture of Frank Lloyd Wright." Sunday Express, UK
Publisher: Laurence King Publishing
ISBN: 9781786270061
Category : Crafts & Hobbies
Languages : en
Pages : 0
Book Description
Frank Lloyd Wright Paper Models features step–by–step instructions and templates so you can create beautiful kirigami versions of Frank Lloyd Wright's iconic modernist architecture. Frank Lloyd Wright (1867–1959) is the most renowned and popular architect and designer in America. His buildings, including Fallingwater and New York's Guggenheim Museum, are iconic landmarks. Now you can create 14 of his best–loved buildings using the art of kirigami. Frank Lloyd Wright building kirigami templates included are: • Unity Temple • Frederick C. Robie House • Imperial Hotel • Aline Barnsdall "Hollyhock" House • Millard House (La Miniatura) • John Storer House • Freeman House • Charles Ennis House • National Life Insurance Building • Taliesin West • Herbert And Katherine Jacobs I House • Edgar J. Kaufmann House "Fallingwater" • Johnson Wax Administration Building • Solomon R. Guggenheim Museum Perfect for those that enjoy origami, each project features a short history of each house, step–by–step instructions and a template that you remove from the book. You follow the lines on the template, cutting and folding to make your own model. All you need is a scalpel, a cutting mat and a ruler. Clear cutting tips help you with the tricky stages, while photos of the finished model show you the final design. To make things easier, the most intricate parts of the templates have been pre–cut. Simply display your finished model and admire your handiwork. Frank Lloyd Wright Paper Models is a must for Wright fans and architectural model enthusiasts. "Kirigami is the elegant Japanese art of folding and cutting paper to create intricate models. It's also the perfect medium for recreating the harmonious architecture of Frank Lloyd Wright." Sunday Express, UK
Aesthetic Programming
Author: Winnie Soon
Publisher:
ISBN: 9781785420948
Category :
Languages : en
Pages : 296
Book Description
The book explores the technical as well as cultural imaginaries of programming from its insides, demonstrating the reflexive practice of aesthetic programming, to understand and question existing technological objects and paradigms.
Publisher:
ISBN: 9781785420948
Category :
Languages : en
Pages : 296
Book Description
The book explores the technical as well as cultural imaginaries of programming from its insides, demonstrating the reflexive practice of aesthetic programming, to understand and question existing technological objects and paradigms.