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  1. Technologies for E-Learning and Digital Entertainment
    Third International Conference, Edutainment 2008 Nanjing, China, June 25-27, 2008 Proceedings
    Author: Pan, Zhigeng
    Published: 2008
    Publisher:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

    Universitätsbibliothek der RWTH Aachen
    No inter-library loan
    Fachhochschule Dortmund, Hochschulbibliothek
    No inter-library loan
    Universitätsbibliothek Dortmund
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    Universitäts- und Landesbibliothek Düsseldorf
    No inter-library loan
    Universitätsbibliothek Duisburg-Essen
    No inter-library loan
    Universitätsbibliothek der Fernuniversität
    No inter-library loan
    Technische Hochschule Köln, Hochschulbibliothek
    No inter-library loan
    Technische Hochschule Ostwestfalen-Lippe, Service Kommunikation Information Medien
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    Universitäts- und Landesbibliothek Münster, Zentralbibliothek
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    Universitätsbibliothek Paderborn
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    Source: Union catalogues
    Media type: Ebook
    Format: Online
    ISBN: 9783540697367
    Other identifier:
    Series: Lecture Notes in Computer Science ; 5093
    Subjects: Artificial intelligence; Computer graphics; Computer science; Education; Information systems; Multimedia systems
  2. Game design workshop
    a playcentric approach to creating innovative games
    Published: c 2008
    Publisher:  Elsevier, Morgan Kaufmann, Amsterdam [u.a.]

    Hochschule für Bildende Künste Braunschweig, Bibliothek
    H 7.615.3 Ful 1(2)
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    Hochschule für Bildende Künste Braunschweig, Bibliothek
    H 7.611.6 Ful 1(2)+1
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    Staats- und Universitätsbibliothek Bremen
    a inf 872 spi/880(2)
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    Staats- und Universitätsbibliothek Bremen
    n 581/388(2)a
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    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
    A FUL
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    Duale Hochschule Baden-Württemberg Heidenheim, Bibliothek
    Z 390/ Full
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    Universitätsbibliothek Ilmenau
    MDW AP 15963 F971(2)
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    Universitätsbibliothek Ilmenau
    MDW AP 18200 F971(2)
    No loan of volumes, only paper copies will be sent
    Leuphana Universität Lüneburg, Medien- und Informationszentrum, Universitätsbibliothek
    DV 5350.059
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    2009.02141:1
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    2009.02141:2
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    Hochschule Osnabrück, Bibliothek Campus Westerberg
    TWV-A 238 024/2
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780240809748
    RVK Categories: SU 500 ; ST 324
    Edition: 2. ed.
    Subjects: Computer games; Computer games; Computer graphics; Computer games; Computer games; Computer graphics
    Scope: XX, 470 S., zahlr. Ill., graph. Darst., 24 cm
    Notes:

    Literaturangaben

    Hier auch später erschienene, unveränderte Nachdrucke

  3. Technologies for E-Learning and Digital Entertainment
    Third International Conference, Edutainment 2008 Nanjing, China, June 25-27, 2008 Proceedings
    Author: Pan, Zhigeng
    Published: 2008
    Publisher:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

    Universitätsbibliothek der RWTH Aachen
    Unlimited inter-library loan, copies and loan
    Fachhochschule Dortmund, Hochschulbibliothek
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    Universitätsbibliothek Dortmund
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    Universitäts- und Landesbibliothek Düsseldorf
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    Universitätsbibliothek Duisburg-Essen
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    Universitätsbibliothek der Fernuniversität
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    Universitätsbibliothek der RPTU in Kaiserslautern
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    Hochschule Rhein-Waal, Zweigbibliothek Kamp-Lintfort
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    Hochschule Rhein-Waal, Bibliothek
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    Universitätsbibliothek Koblenz
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    Technische Hochschule Köln, Hochschulbibliothek
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    Universitätsbibliothek der RPTU in Landau
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    Technische Hochschule Ostwestfalen-Lippe, Service Kommunikation Information Medien
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    Universitäts- und Landesbibliothek Münster
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    Universitätsbibliothek Wuppertal
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  4. 3D game environments
    create professional 3D game worlds
    Author: Ahearn, Luke
    Published: ©2008
    Publisher:  Focal Press/Elsevier, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240808956; 0240808959; 9780080569345; 008056934X
    Subjects: GAMES / Video & Electronic; Computer games / Programming; Computer graphics; Three-dimensional display systems; Juegos con computador / Programación; Gráficos por computador; Sistemas de representación tridimensional; Computer games; Computer graphics; Three-dimensional display systems; Programmierung; Dimension 3; Computerspiel
    Scope: xxiii, 374 pages
    Notes:

    Includes index

    The ultimate resource to help you create triple-A quality art for a variety of game worlds; 3D Game Environments offers detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine. Using Photoshop and 3ds Max as his primary tools, Luke Ahearn explains how to create realistic textures from photo source and uses a variety of techniques to portray dynamic and believable game worlds. From a modern city to a steamy jungle, learn about the planning and technological considerations for 3D modeling, UV layout, and creating textures that goes into developing a realistic and appealing game environment with: * The entire game world development process: from planning to modeling and texturing. * Exercises and projects to practice with: each section includes projects to practice creating different world genres. * CD with source art to practice with and use in your own projects, program demos, and plug-ins

    "3D Game Environments is the ultimate resource to help you create triple-A quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, you'll learn to create realistic textures from photo sources and a variety of techniques to portray dynamnic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything you need to make your own realistic game environments."--Jacket

  5. Game design workshop
    a playcentric approach to creating innovative games
    Published: ©2008
    Publisher:  Elsevier Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240809748; 0240809742; 9780080560397; 0080560393
    Edition: 2nd ed
    Subjects: GAMES / Video & Electronic; Computer games / Design; Computer games / Programming; Computer graphics; Spelprogrammering; Datorspel / design; Datorgrafik; Computer games; Computer games; Computer graphics; Programmierung; Entwurf; Computerspiel
    Scope: xx, 470 pages
    Notes:

    Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

    Includes bibliographical references and index

  6. Game programming gems 7
    Contributor: Jacobs, Scott (Publisher)
    Published: 2008; © 2008
    Publisher:  Course Technology, Boston, Massachusetts

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    Source: Union catalogues
    Contributor: Jacobs, Scott (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781584505273; 9781305276765
    Subjects: Computer games; Computer graphics; Computerspiel; Programmierung; Graphische Programmierung
    Scope: 1 online resource (632 pages), illustrations (some color)
    Notes:

    Description based on print version record

  7. Media āto no sekai
    jikken eizō 1960-2007
    Published: 2008
    Publisher:  Kokusho Kankōkai, Tōkyō

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Source: Union catalogues
    Language: Japanese
    Media type: Book
    Edition: Shohan
    Subjects: Motion pictures / Aesthetics; Video art / Japan; Computer graphics; Film; Ästhetik; Computer graphics; Motion pictures; Video art; Computergrafik <Kunst>; Video
    Scope: 210, XXVII S., Ill., 21 cm
    Notes:

    In japan. Schrift

  8. 3D game environments
    create professional 3D game worlds
    Author: Ahearn, Luke
    Published: 2008
    Publisher:  Elsevier, Focal Press, Amsterdam [u.a.]

    "3D Game Environments is the ultimate resource to help you create triple-A quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, you'll learn to create realistic textures from photo sources and a variety of techniques to... more

    Hochschule München, Bibliothek
    Unlimited inter-library loan, copies and loan

     

    "3D Game Environments is the ultimate resource to help you create triple-A quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, you'll learn to create realistic textures from photo sources and a variety of techniques to portray dynamnic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything you need to make your own realistic game environments."--BOOK JACKET.

     

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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780240808956
    RVK Categories: ST 320
    Subjects: Computer games; Computer graphics; Three-dimensional display systems; Programmierung; Computerspiel; Dimension 3
    Scope: 374 S., zahlr. Ill.
    Notes:

    Includes index

  9. Game design workshop
    a playcentric approach to creating innovative games
    Published: 2008
    Publisher:  Elsevier Morgan Kaufmann, Amsterdam [u.a.]

    Universitätsbibliothek Bayreuth
    Unlimited inter-library loan, copies and loan
    Hochschule München, Bibliothek
    Unlimited inter-library loan, copies and loan
    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    No loan of volumes, only paper copies will be sent
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780240809748; 0240809742
    RVK Categories: ST 324 ; SU 500
    Edition: 2. ed.
    Subjects: Computer games; Computer games; Computer graphics; Programmierung; Computerspiel; Entwurf
    Scope: XX, 470 S., Ill.
    Notes:

    Includes bibliographical references and index

  10. The art of the video game
    Published: 2008
    Publisher:  Quirk Books, Philadelphia

    "The Art of the Video Game" is the first book to celebrate the artistry of video games, which are poised to define 21st-century entertainment, much as talking pictures revolutionized the previous century. more

    Universitätsbibliothek Bayreuth
    Unlimited inter-library loan, copies and loan

     

    "The Art of the Video Game" is the first book to celebrate the artistry of video games, which are poised to define 21st-century entertainment, much as talking pictures revolutionized the previous century.

     

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  11. Shader X6
    Advanced rendering techniques
    Published: 2008
    Publisher:  Charles River Media, Boston, Mass. ; Cengage Learning

    Hochschule München, Bibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 1584505443; 9781584505440
    RVK Categories: ST 320 ; ST 324 ; ST 326
    Series: Shaderx series
    Course Technology Cengage Learning : Professional, Technical, Reference
    Subjects: Computer games; Three-dimensional display systems; Computer graphics; Computerspiel; Programmierung; DirectX 9.0; Dreidimensionale Computergrafik
    Scope: XXII, 633 S., Ill., graph. Darst.
  12. Technologies for e-learning and digital entertainment
    third international conference ; proceedings
    Contributor: Pan, Zhigeng (Publisher)
    Published: 2008
    Publisher:  Springer, Berlin

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    Source: Union catalogues
    Contributor: Pan, Zhigeng (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540697367
    Other identifier:
    DDC Categories: 004; 370; 793
    Series: Lecture notes in computer science ; 5093
    Subjects: Computer science; Information systems; Multimedia systems; Artificial intelligence; Computer graphics; Education
  13. Game design workshop
    a playcentric approach to creating innovative games
    Published: 2008
    Publisher:  Elsevier, Amsterdam [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780240809748; 0240809742
    RVK Categories: SU 500
    Edition: 2nd ed., 1. [pr.]
    Subjects: Computer games; Computer games; Computer graphics
    Scope: XX, 470 S., Ill., 24 cm
    Notes:

    Literaturangaben

  14. Game design workshop
    a playcentric approach to creating innovative games
    Published: 2008
    Publisher:  Morgan Kaufmann/Elsevier, Amsterdam [u.a.]

    Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design, then puts you to work... more

    Staats- und Universitätsbibliothek Bremen
    No inter-library loan

     

    Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design, then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

     

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    Content information
    Volltext (An electronic book accessible through the World Wide Web; click for information)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240809748
    RVK Categories: SU 500
    Edition: 2nd ed.
    Series: Gama Network Series
    Subjects: Computer games; Computer games; Computer graphics
    Scope: Online-Ressource (XX, 470 S.)
    Notes:

    Includes bibliographical references and index

    Electronic reproduction; Mode of access: World Wide Web

    Front Cover; Table of Contents; Foreword; Acknowledgments; Image Credits and Copyright Notices; Introduction; Part I: Game Design Basics; Chapter 1: The Role of the Game Designer; Chapter 2: The Structure of Games; Chapter 3: Working with Formal Elements; Chapter 4: Working with Dramatic Elements; Chapter 5: Working with System Dynamics; Part 2: Designing a Game; Chapter 6: Conceptualization; Chapter 7: Prototyping; Chapter 8: Digital Prototyping; Chapter 9: Playtesting; Chapter 10: Functionality, Completeness, and Balance; Chapter 11: Fun and Accessibility; Part 3: Working As a Game Designer

    Chapter 12: Team StructuresChapter 13: Stages of Development; Chapter 14: The Design Document; Chapter 15: Understanding the Game Industry; Chapter 16: Selling Yourself and Your Ideas to the Game Industry; Conclusion

  15. Transdisciplinary Digital Art
    Sound, Vision and the New Screen
    Contributor: Adams, Randy (Herausgeber); Gibson, Steve (Herausgeber); Müller Arisona, Stefan (Herausgeber)
    Published: 2008
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan
    Universität Frankfurt, Elektronische Ressourcen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Source: Union catalogues
    Contributor: Adams, Randy (Herausgeber); Gibson, Steve (Herausgeber); Müller Arisona, Stefan (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540794868; 3540794867
    Other identifier:
    DDC Categories: 770
    Edition: 1st edition 2008
    Series: Communications in Computer and Information Science ; 7
    Subjects: Computerkunst; Application software; Digital humanities; Computer graphics; Interactive multimedia; Multimedia systems; User interfaces (Computer systems); Human-computer interaction; Computer and Information Systems Applications; Digital Humanities; Computer Graphics; Media Design; User Interfaces and Human Computer Interaction
    Scope: 1 Online-Ressource (IX, 501 Seiten)
  16. Changing Television Environments
    6th European Conference, EuroITV 2008, Salzburg, Austria, July 3-4, 2008, Proceedings
    Contributor: Tscheligi, Manfred (Herausgeber); Obrist, Marianna (Herausgeber); Lugmayr, Arthur (Herausgeber)
    Published: 2008
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan
    Universität Frankfurt, Elektronische Ressourcen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Source: Union catalogues
    Contributor: Tscheligi, Manfred (Herausgeber); Obrist, Marianna (Herausgeber); Lugmayr, Arthur (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540694786; 3540694781
    Other identifier:
    DDC Categories: 620
    Edition: 1st ed. 2008
    Series: Information Systems and Applications, incl. Internet/Web, and HCI ; 5066
    Subjects: Interaktives Fernsehen; User interfaces (Computer systems); Human-computer interaction; Application software; Multimedia systems; Computer graphics; Digital humanities; User Interfaces and Human Computer Interaction; Computer and Information Systems Applications; Multimedia Information Systems; Computer Graphics; Digital Humanities
    Scope: 1 Online-Ressource (XV, 324 Seiten)
  17. Computer Graphics for Artists: An Introduction
    Published: 2008
    Publisher:  Springer London, London ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan
    Universität Frankfurt, Elektronische Ressourcen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    No inter-library loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781848001411; 184800141X
    Other identifier:
    Edition: 1st ed. 2008
    Subjects: Application software; Computer graphics; Arts; Image processing; Computer vision; Digital humanities; Computer and Information Systems Applications; Computer Graphics; Arts; Computer Imaging, Vision, Pattern Recognition and Graphics; Digital Humanities
    Scope: 1 Online-Ressource (XVIII, 270 Seiten), 453 illus., 222 illus. in color.
  18. Writing mental ray® Shaders
    A Perceptual Introduction
    Author: Kopra, Andy
    Published: 2008
    Publisher:  Springer Vienna, Vienna ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan
    Universität Frankfurt, Elektronische Ressourcen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    No inter-library loan
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783211489659; 3211489657
    Other identifier:
    Edition: 1st ed. 2008
    Series: mental ray® Handbooks ; 3
    Subjects: Computer graphics; Application software; Computer vision; Computer-aided engineering; Digital humanities; Interactive multimedia; Multimedia systems; Computer Graphics; Computer and Information Systems Applications; Computer Vision; Computer-Aided Engineering (CAD, CAE) and Design; Digital Humanities; Media Design
    Scope: 1 Online-Ressource (XIV, 635 Seiten), 171 illus. in color.
  19. Computer Vision - ECCV 2008
    10th European Conference on Computer Vision, Marseille, France, October 12-18, 2008, Proceedings, Part I
    Contributor: Forsyth, David (Herausgeber); Torr, Philip (Herausgeber); Zisserman, Andrew (Herausgeber)
    Published: 2008
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan
    Universität Frankfurt, Elektronische Ressourcen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Source: Union catalogues
    Contributor: Forsyth, David (Herausgeber); Torr, Philip (Herausgeber); Zisserman, Andrew (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540886822; 3540886826
    Other identifier:
    Edition: 1st ed. 2008
    Series: Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 5302
    Subjects: Data mining; Computer vision; Image processing; Computer graphics; Pattern recognition systems; Digital humanities; Data Mining and Knowledge Discovery; Computer Vision; Computer Imaging, Vision, Pattern Recognition and Graphics; Computer Graphics; Automated Pattern Recognition; Digital Humanities
    Scope: 1 Online-Ressource (XXXVII, 801 Seiten)
  20. Computer Vision - ECCV 2008
    10th European Conference on Computer Vision, Marseille, France, October 12-18, 2008. Proceedings, Part II
    Contributor: Forsyth, David (Herausgeber); Torr, Philip (Herausgeber); Zisserman, Andrew (Herausgeber)
    Published: 2008
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan
    Universität Frankfurt, Elektronische Ressourcen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    No inter-library loan
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    Source: Union catalogues
    Contributor: Forsyth, David (Herausgeber); Torr, Philip (Herausgeber); Zisserman, Andrew (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540886884; 3540886885
    Other identifier:
    Edition: 1st ed. 2008
    Series: Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 5303
    Subjects: Data mining; Computer vision; Image processing; Computer graphics; Pattern recognition systems; Digital humanities; Data Mining and Knowledge Discovery; Computer Vision; Computer Imaging, Vision, Pattern Recognition and Graphics; Computer Graphics; Automated Pattern Recognition; Digital Humanities
    Scope: 1 Online-Ressource (XIX, 851 Seiten)
  21. Computer Vision - ECCV 2008
    10th European Conference on Computer Vision, Marseille, France, October 12-18, 2008, Proceedings, Part III
    Contributor: Forsyth, David (Herausgeber); Torr, Philip (Herausgeber); Zisserman, Andrew (Herausgeber)
    Published: 2008
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
    No inter-library loan
    Universität Frankfurt, Elektronische Ressourcen
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    No inter-library loan
    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    No inter-library loan
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    Source: Union catalogues
    Contributor: Forsyth, David (Herausgeber); Torr, Philip (Herausgeber); Zisserman, Andrew (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540886907; 3540886907
    Other identifier:
    Edition: 1st ed. 2008
    Series: Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 5304
    Subjects: Data mining; Computer vision; Image processing; Computer graphics; Pattern recognition systems; Digital humanities; Data Mining and Knowledge Discovery; Computer Vision; Computer Imaging, Vision, Pattern Recognition and Graphics; Computer Graphics; Automated Pattern Recognition; Digital Humanities
    Scope: 1 Online-Ressource (XIX, 826 Seiten)
  22. Computer Vision - ECCV 2008
    10th European Conference on Computer Vision, Marseille, France, October 12-18, 2008, Proceedings, Part IV
    Contributor: Forsyth, David (Herausgeber); Torr, Philip (Herausgeber); Zisserman, Andrew (Herausgeber)
    Published: 2008
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
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    Universität Frankfurt, Elektronische Ressourcen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    Source: Union catalogues
    Contributor: Forsyth, David (Herausgeber); Torr, Philip (Herausgeber); Zisserman, Andrew (Herausgeber)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783540886938; 3540886931
    Other identifier:
    Edition: 1st ed. 2008
    Series: Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 5305
    Subjects: Data mining; Computer vision; Image processing; Computer graphics; Pattern recognition systems; Digital humanities; Data Mining and Knowledge Discovery; Computer Vision; Computer Imaging, Vision, Pattern Recognition and Graphics; Computer Graphics; Automated Pattern Recognition; Digital Humanities
    Scope: 1 Online-Ressource (XIX, 891 Seiten)
  23. Motion in Games
    First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008, Revised Papers
    Contributor: Egges, Arjan (Herausgeber); Kamphuis, Arno (Herausgeber); Overmars, Mark (Herausgeber)
    Published: 2008
    Publisher:  Springer Berlin Heidelberg, Berlin, Heidelberg ; Springer International Publishing AG, Cham

    TU Darmstadt, Universitäts- und Landesbibliothek - Stadtmitte
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    Universität Frankfurt, Elektronische Ressourcen
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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  24. Simulation und Visualisierung in der Produktentwicklung
    Published: 2008
    Publisher:  MFG-Stiftung Baden-Württemberg, Stuttgart

    Duale Hochschule Baden Württemberg Mosbach, Campus Bad Mergentheim Bibliothek
    QP 210 89
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    1 B 125144
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    KA 2009/55
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    INF 1.1 Döb M1G
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    Niedersächsische Staats- und Universitätsbibliothek Göttingen
    K 2009 B 5314
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    RS 6131(12)
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    Bibliothek LIV HN Bildungscampus
    658.91 DOE
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    L 8/0062=12
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    ST 340 005 2008
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    wirt 6.162 2008 2941
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    Hdk 9
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    QAA 702/2008 D
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    Content information
    Source: Staatsbibliothek zu Berlin
    Language: German
    Media type: Book
    Format: Print
    RVK Categories: QP 210
    Series: Array ; 12
    Subjects: Simulation; Virtuelle Realität; Innovationsmanagement; Unternehmen; Baden-Württemberg; Computer graphics; Simulation methods; Computer simulation; Visualization
    Scope: 35 S., graph. Darst.
  25. The art of game design
    a book of lenses
    Published: c 2008
    Publisher:  Elsevier/Morgan Kaufmann, Amsterdam ; CRC Pr. Taylor and Francis, Boston

    "Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also... more

    Hochschule für Bildende Künste Braunschweig, Bibliothek
    H 7.615.3 Schel 1
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    QA76.76.C672 S34 2008
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    A SCH 43129
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    Hochschule für Angewandte Wissenschaften Hamburg, Hochschulinformations- und Bibliotheksservice (HIBS), Fachbibliothek Technik, Wirtschaft, Informatik
    Kom 430 013 (engl.)
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    Otto-von-Guericke-Universität, Universitätsbibliothek
    2014.01456:1
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    Macromedia Library
    SR 900
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    MReh 26, E
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    SR 900
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    QAA 701/2008 S
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    "Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it."--BOOK JACKET

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 0123694965; 9780123694966
    Other identifier:
    9780123694966
    RVK Categories: SU 500 ; ST 324
    Subjects: Computer games; Computer games; Computer games; Computer graphics; Computerspiel; Entwurf
    Scope: XXX, 489 S., Ill., graph. Darst., 24 cm
    Notes:

    Hier auch später erschienene, unveränderte Nachdrucke

    Includes bibliographical references (p. 477-479) and index

    In the beginning, there is the designer -- The designer creates an experience -- The experience rises out of a game -- The game consists of elements -- The elements support a theme -- The game begins with an idea -- The game improves through iteration -- The game is made for a player -- The experience is in the player's mind -- Some elements are game mechanics -- Game mechanics must be in balance -- Game mechanics support puzzles -- Players play games through an interface -- Experiences can be judged by their interest curves -- One kind of experience is the story -- Story and game structures can be artfully merged with indirect control -- Stories and games take place in worlds -- Worlds contain characters -- Worlds contain spaces -- The look and feel of a world is defined by its aesthetics -- Some games are played with other players -- Other players sometimes form communities -- The designer usually works with a team -- The team sometimes communicates through documents -- Good games are created through playtesting -- The team builds a game with technology -- Your game will probably have a client -- The designer gives the client a pitch -- The designer and client want the game to make a profit -- Games transform their players -- Designers have certain responsibilities -- Each designer has a motivation -- Goodbye.