Author: Melora Park Samelson
Publisher:
ISBN:
Category : Information storage and retrieval systems
Languages : en
Pages : 508
Book Description
EPIC Processing Toolbox Users Guide
Author: Melora Park Samelson
Publisher:
ISBN:
Category : Information storage and retrieval systems
Languages : en
Pages : 508
Book Description
Publisher:
ISBN:
Category : Information storage and retrieval systems
Languages : en
Pages : 508
Book Description
Contemporary Currents and Historical Eddies
Author: Ron Collins
Publisher: Skyfox Publishing
ISBN: 1946176257
Category : Fiction
Languages : en
Pages : 213
Book Description
Ten Stories: Together for the First Time Jump in, the water’s fine! In Collins Creek, Volume 1, you’ll find a surprising 10-pack of contemporary short stories from prolific writer Ron Collins, all of which first appeared in the Fiction River Anthology project. Bookended by the Derringer award-nominated “The White Game” and the spy-game thriller “The Spy Who Walked into the Cold,” you’ll find the currents of Collins Creek are filled with mystery and crime, romance and danger, and even a little baseball. The common factor connecting them all, though, is the powerful stream of hope you’ll find running through their pages. Stories Include: The White Game Us vs. Them Prospecting Day of the Party The Ten Days of Newtonmas The Year That Went into Extra Innings Bobo Hero #8 Look Safe The Spy Who Walked into the Cold "One of short fiction's masters" Kristine Kathryn Rusch Hugo Award winning Author and Editor
Publisher: Skyfox Publishing
ISBN: 1946176257
Category : Fiction
Languages : en
Pages : 213
Book Description
Ten Stories: Together for the First Time Jump in, the water’s fine! In Collins Creek, Volume 1, you’ll find a surprising 10-pack of contemporary short stories from prolific writer Ron Collins, all of which first appeared in the Fiction River Anthology project. Bookended by the Derringer award-nominated “The White Game” and the spy-game thriller “The Spy Who Walked into the Cold,” you’ll find the currents of Collins Creek are filled with mystery and crime, romance and danger, and even a little baseball. The common factor connecting them all, though, is the powerful stream of hope you’ll find running through their pages. Stories Include: The White Game Us vs. Them Prospecting Day of the Party The Ten Days of Newtonmas The Year That Went into Extra Innings Bobo Hero #8 Look Safe The Spy Who Walked into the Cold "One of short fiction's masters" Kristine Kathryn Rusch Hugo Award winning Author and Editor
The Eddies Of The Aevitas
Author: Jim Valliere
Publisher: Fulton Books, Inc.
ISBN:
Category : Fiction
Languages : en
Pages : 453
Book Description
The currents in the River of Time are powerful--powerful enough to pull Joe Samson in opposite directions, effectively splitting his soul and pulling him away from one destiny to another. However, all countercurrents must eventually rejoin the main channel. Only one Joe can exit the eddy and continue to live. Joe must journey back in time to the very birth of his soul to discover the connections in past lives that will affect his seemingly impossible decision on which Joe will exit the eddy.
Publisher: Fulton Books, Inc.
ISBN:
Category : Fiction
Languages : en
Pages : 453
Book Description
The currents in the River of Time are powerful--powerful enough to pull Joe Samson in opposite directions, effectively splitting his soul and pulling him away from one destiny to another. However, all countercurrents must eventually rejoin the main channel. Only one Joe can exit the eddy and continue to live. Joe must journey back in time to the very birth of his soul to discover the connections in past lives that will affect his seemingly impossible decision on which Joe will exit the eddy.
Mathematical Principle and Fractal Analysis of Mesoscale Eddy
Author: Shu-Tang Liu
Publisher: Springer Nature
ISBN: 9811618399
Category : Technology & Engineering
Languages : en
Pages : 258
Book Description
This book focuses on universal nonlinear dynamics model of mesoscale eddies. The results of this book are not only the direct-type applications of pure mathematical limit cycle theory and fractal theory in practice but also the classic combination of nonlinear dynamic systems in mathematics and the physical oceanography. The universal model and experimental verification not only verify the relevant results that are obtained by Euler's form but also, more importantly, are consistent with observational numerical statistics. Due to the universality of the model, the consequences of the system are richer and more complete. The comprehensive and systematic mathematical modeling of mesoscale eddies is one of the major features of the book, which is particularly suited for readers who are interested to learn fractal analysis and prediction in physical oceanography. The book benefits researchers, engineers, and graduate students in the fields of mesoscale eddies, fractal, chaos, and other applications, etc.
Publisher: Springer Nature
ISBN: 9811618399
Category : Technology & Engineering
Languages : en
Pages : 258
Book Description
This book focuses on universal nonlinear dynamics model of mesoscale eddies. The results of this book are not only the direct-type applications of pure mathematical limit cycle theory and fractal theory in practice but also the classic combination of nonlinear dynamic systems in mathematics and the physical oceanography. The universal model and experimental verification not only verify the relevant results that are obtained by Euler's form but also, more importantly, are consistent with observational numerical statistics. Due to the universality of the model, the consequences of the system are richer and more complete. The comprehensive and systematic mathematical modeling of mesoscale eddies is one of the major features of the book, which is particularly suited for readers who are interested to learn fractal analysis and prediction in physical oceanography. The book benefits researchers, engineers, and graduate students in the fields of mesoscale eddies, fractal, chaos, and other applications, etc.
Phenomenology of the Gameworld: A Philosophical Toolbox for Video Game Developers
Author: Matthew E. Gladden
Publisher: Defragmenter Media
ISBN: 1944373748
Category : Computers
Languages : en
Pages : 362
Book Description
The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.
Publisher: Defragmenter Media
ISBN: 1944373748
Category : Computers
Languages : en
Pages : 362
Book Description
The human mind is the most powerful game engine – but it can always use some help. This book is meant for developers who want to create games that will evoke richer and more memorable “gameworlds” in the minds of their players. We don’t just enter such unforgettable gameworlds when we play first-person 3D RPGs with high-resolution graphics; even relatively simple 2D puzzle or strategy games with 8-bit-style visuals can immerse players in worlds that are beautiful, terrifying, mysterious, or moving, that are brutally realistic or delightfully whimsical. Indeed, good video games can transport us to incredible new worlds. The process by which a particular gameworld emerges is a symbiotic collaboration between developer and player: the game system presents a carefully architected stream of polygons and pixels, which somehow leads the player’s mind to construct and explore an intricate world full of places, people, relationships, dilemmas, and quests that transcends what’s actually appearing onscreen. Drawing on insights from ontology and philosophical aesthetics, this volume provides you with conceptual frameworks and concrete tools that will enhance your ability to design games whose iconic gameworlds encourage the types of gameplay experiences you want to offer your players. Among other topics, the book investigates: · The unusual ways in which a gameworld’s contents can “shrink” or “grow” in players’ minds, depending on whether the players are mentally positioned within a game’s social space, cultural space, built space, or tactical space. · The manner in which players’ minds spontaneously “concretize” the countless gaps that exist in a game – and how this dynamic explains why so many players still enjoy 8-bit-style games with retro pixel art. · The differing ways in which players experience success and failure, danger and safety, good and evil, the future and the past, the known and the unknown, and engagement and retreat, depending on whether a game reveals its gameworld through a “1D” game environment (like that of a text-based adventure), 2D environment (like that of a sidescroller or a grand strategy game with a top-down map view), 2.5D environment (like that of an isometric turn-based tactics game) or 3D environment (like that of a first-person shooter). · The powerful way in which players are able to mentally “explore” a gameworld simply by shifting their conscious awareness between different senses, media, ontological strata, and constituent spaces – without needing to travel through the gameworld’s terrain at all. · Necessary and optional elements of the gameworld – from built areas, natural landscapes, laws of nature, and a cosmogony to the game’s player and designer – and their roles in shaping the gameplay experience. · How to strategically employ the architectural paradigms of the Cyberspatial Grid, Maze Space, Biomimetic Net, Simulacral World, Virtual Museum, and Protean World when architecting locales within your game, in order to evoke particular kinds of emotional gameplay experiences for your players. · The nature of the unique “sixth sense” that 2D games grant to player characters (and players). · Simple techniques for helping your 2D game to “feel” more like a 3D game. · The differing kinds of immersiveness, interactivity, and determinacy possessed by different types of games and their implications for the gameplay experience. Once you’ve undertaken this philosophical and artistic journey, you’ll never look at your games – or their gameworlds – in quite the same way again. Phenomenology of the Gameworld is a book by the award-winning video game designer, philosopher, and writer Matthew E. Gladden. He has over 20 years of experience with commercial and non-commercial game development, has published numerous scholarly and popular works relating to the philosophy of video game design, virtual reality, and neurocybernetics, and has served as a video game conference keynote speaker.
Eddie's Toolbox and How to Make and Mend Things
Author:
Publisher: Lincoln Children's Books
ISBN: 9781847800534
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
When new neighbours move in next door, Eddie is disappointed that there is a new friend for his sister but not for him. But then Tom needs help putting up shelves in the kitchen and asks Eddie to help him as his little girl and Eddie's sister explore the garden together. Soon Eddie is learning to use a saw and hammer and is screwing in hooks to hang cups. Eddie's sister hates bathtime, so Eddie uses some leftover wood to make her a boat to play with in the bath. Next day, as the two families share a picnic lunch in the garden, a cat attacks a sparrow trying to eat the crumbs from the table. So Eddie and Tom decide to build a bird table for the sparrows to eat in safety. Soon Eddie is making and mending all sorts of things around the house. This delightful story about two families becoming friends as seen through Eddie's eyes also includes practical instructions to make some of the things Eddie learns to make. A delightful companion to Eddie's Kitchen and Eddie's Garden, this book will appeal to all children fascinated by tools and making things, and to fans of 'Bob the Builder'.
Publisher: Lincoln Children's Books
ISBN: 9781847800534
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
When new neighbours move in next door, Eddie is disappointed that there is a new friend for his sister but not for him. But then Tom needs help putting up shelves in the kitchen and asks Eddie to help him as his little girl and Eddie's sister explore the garden together. Soon Eddie is learning to use a saw and hammer and is screwing in hooks to hang cups. Eddie's sister hates bathtime, so Eddie uses some leftover wood to make her a boat to play with in the bath. Next day, as the two families share a picnic lunch in the garden, a cat attacks a sparrow trying to eat the crumbs from the table. So Eddie and Tom decide to build a bird table for the sparrows to eat in safety. Soon Eddie is making and mending all sorts of things around the house. This delightful story about two families becoming friends as seen through Eddie's eyes also includes practical instructions to make some of the things Eddie learns to make. A delightful companion to Eddie's Kitchen and Eddie's Garden, this book will appeal to all children fascinated by tools and making things, and to fans of 'Bob the Builder'.
Mass Transfer Dynamics of Contaminants in Fractured Media
Author: Zhi Dou
Publisher: Springer Nature
ISBN: 9819991870
Category :
Languages : en
Pages : 210
Book Description
Publisher: Springer Nature
ISBN: 9819991870
Category :
Languages : en
Pages : 210
Book Description
Library of Congress Subject Headings
Author: Library of Congress
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1712
Book Description
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1712
Book Description
Titan
Author: Ingo Müller-Wodarg
Publisher: Cambridge University Press
ISBN: 0521199921
Category : Science
Languages : en
Pages : 479
Book Description
This comprehensive reference and guide examines the processes that shape the atmosphere and surface of Titan, Saturn's largest moon.
Publisher: Cambridge University Press
ISBN: 0521199921
Category : Science
Languages : en
Pages : 479
Book Description
This comprehensive reference and guide examines the processes that shape the atmosphere and surface of Titan, Saturn's largest moon.
Library of Congress Subject Headings
Author: Library of Congress. Office for Subject Cataloging Policy
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1698
Book Description
Publisher:
ISBN:
Category : Subject headings, Library of Congress
Languages : en
Pages : 1698
Book Description