Using Computer Science in Digital Gaming Careers

Using Computer Science in Digital Gaming Careers PDF Author: Jennifer Culp
Publisher: The Rosen Publishing Group, Inc
ISBN: 1508175225
Category : Juvenile Nonfiction
Languages : en
Pages : 82

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Book Description
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.

Using Computer Science in Digital Gaming Careers

Using Computer Science in Digital Gaming Careers PDF Author: Jennifer Culp
Publisher: The Rosen Publishing Group, Inc
ISBN: 1508175225
Category : Juvenile Nonfiction
Languages : en
Pages : 82

Get Book Here

Book Description
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.

Software Engineering Education

Software Engineering Education PDF Author: Lionel E. Deimel
Publisher: Springer
ISBN: 9780387972749
Category : Computers
Languages : en
Pages : 168

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Book Description


Digital Biology

Digital Biology PDF Author: Peter J. Bentley
Publisher: Simon and Schuster
ISBN: 0743238168
Category : Computers
Languages : en
Pages : 412

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Book Description
Imagine a future world where computers can create universes -- digital environments made from binary ones and zeros. Imagine that within these universes there exist biological forms that reproduce, grow, and think. Imagine plantlike forms, ant colonies, immune systems, and brains, all adapting, evolving, and getting better at solving problems. Imagine if our computers became greenhouses for a new kind of nature. Just think what digital biology could do for us. Perhaps it could evolve new designs for us, think up ways to detect fraud using digital neurons, or solve scheduling problems with ants. Perhaps it could detect hackers with immune systems or create music from the patterns of growth of digital seashells. Perhaps it would allow our computers to become creative and inventive. Now stop imagining. digital biology is an intriguing glimpse into the future of technology by one of the most creative thinkers working in computer science today. As Peter J. Bentley explains, the next giant step in computing technology is already under way as computer scientists attempt to create digital universes that replicate the natural world. Within these digital universes, we will evolve solutions to problems, construct digital brains that can learn and think, and use immune systems to trap and destroy computer viruses. The biological world is the model for the next generation of computer software. By adapting the principles of biology, computer scientists will make it possible for computers to function as the natural world does. In practical terms, this will mean that we will soon have "smart" devices, such as houses that will keep the temperature as we like it and automobiles that will start only for drivers they recognize (through voice recognition or other systems) and that will navigate highways safely and with maximum fuel efficiency. Computers will soon be powerful enough and small enough that they can become part of clothing. "Digital agents" will be able to help us find a bank or restaurant in a city that we have never visited before, even as we walk through the airport. Miniature robots may even be incorporated into our bodies to monitor our health. Digital Biology is also an exploration of biology itself from a new perspective. We must understand how nature works in its most intimate detail before we can use these same biological processes inside our computers. Already scientists engaged in this work have gained new insights into the elegant simplicity of the natural universe. This is a visionary book, written in accessible, nontechnical language, that explains how cutting-edge computer science will shape our world in the coming decades.

Handbook of Computer Game Studies

Handbook of Computer Game Studies PDF Author: Joost Raessens
Publisher: MIT Press
ISBN: 0262516586
Category : Computers
Languages : en
Pages : 471

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Book Description
A broad treatment of computer and video games from a wide range of perspectives, including cognitive science and artificial intelligence, psychology, history, film and theater, cultural studies, and philosophy. New media students, teachers, and professionals have long needed a comprehensive scholarly treatment of digital games that deals with the history, design, reception, and aesthetics of games along with their social and cultural context. The Handbook of Computer Game Studies fills this need with a definitive look at the subject from a broad range of perspectives. Contributors come from cognitive science and artificial intelligence, developmental, social, and clinical psychology, history, film, theater, and literary studies, cultural studies, and philosophy as well as game design and development. The text includes both scholarly articles and journalism from such well-known voices as Douglas Rushkoff, Sherry Turkle, Henry Jenkins, Katie Salen, Eric Zimmerman, and others. Part I considers the "prehistory" of computer games (including slot machines and pinball machines), the development of computer games themselves, and the future of mobile gaming. The chapters in part II describe game development from the designer's point of view, including the design of play elements, an analysis of screenwriting, and game-based learning. Part III reviews empirical research on the psychological effects of computer games, and includes a discussion of the use of computer games in clinical and educational settings. Part IV considers the aesthetics of games in comparison to film and literature, and part V discusses the effect of computer games on cultural identity, including gender and ethnicity. Finally, part VI looks at the relation of computer games to social behavior, considering, among other matters, the inadequacy of laboratory experiments linking games and aggression and the different modes of participation in computer game culture.

Connecting Teens with Technology at the Library

Connecting Teens with Technology at the Library PDF Author: Kelly Nicole Czarnecki
Publisher: Rowman & Littlefield
ISBN: 1538135892
Category : Language Arts & Disciplines
Languages : en
Pages : 119

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Book Description
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.

Careers

Careers PDF Author: DK
Publisher: Penguin
ISBN: 0744064104
Category : Young Adult Nonfiction
Languages : en
Pages : 322

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Book Description
From robotics engineering and computer games development to environmental law and eco-friendly construction, this job e-guide features hundreds of careers, including trending opportunities. Do you have a passion but can't work out how to make a career out of it? Do you want to change your career but don't know where to start? Are you worried about career development? Or are you overwhelmed by so much advice you are lost in a sea of information? You're not the only one - and Careers is here to steer you in the right direction. This indispensable e-guide is ideal for teenagers and newly qualified graduates. Career counsellors will also find this a trustworthy companion for helping students with their future career planning. So, whether you want to become a nurse or home decorator, a chef or cyber-security analyst (or you simply have no idea!), this ebook is your ultimate source. Concise and combining a user-friendly approach with a bold, graphic design, Careers is like having your very own career coach.

Human Factors in Software Development and Design

Human Factors in Software Development and Design PDF Author: Saeed, Saqib
Publisher: IGI Global
ISBN: 146666486X
Category : Computers
Languages : en
Pages : 376

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Book Description
Computer programs and processes that take into account the goals and needs of the user meet with the greatest success, so it behooves software engineers to consider the human element inherent in every line of code they write. Human Factors in Software Development and Design brings together high quality research on the influence and impact of ordinary people on the software industry. With the goal of improving the quality and usability of computer technologies, this premier reference is intended for students and practitioners of software engineering as well as researchers, educators, and interested laymen.

Handbook of Research on Effective Electronic Gaming in Education

Handbook of Research on Effective Electronic Gaming in Education PDF Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1599048116
Category : Technology & Engineering
Languages : en
Pages : 1577

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Book Description
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Careers in Focus

Careers in Focus PDF Author:
Publisher: Infobase Publishing
ISBN: 1438117191
Category : Juvenile Nonfiction
Languages : en
Pages : 225

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Book Description
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.

STEM Education

STEM Education PDF Author: Information Resources Management Association
Publisher: IGI Global
ISBN: 1466673648
Category : Science
Languages : en
Pages : 1629

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Book Description
"This reference brings together an impressive array of research on the development of Science, Technology, Engineering, and Mathematics curricula at all educational levels"--Provided by publisher.