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Displaying results 151 to 175 of 257.

  1. The stack
    on software and sovereignty
    Published: [2015]; ©2015
    Publisher:  MIT Press, Cambridge, Massachusetts

    A comprehensive political and design theory of planetary-scale computation proposing that The Stack -- an accidental megastructure -- is both a technological apparatus and a model for a new geopolitical architecture. more

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    Max-Planck-Institut für Wissenschaftsgeschichte, Bibliothek
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    Technische Universität Chemnitz, Universitätsbibliothek
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    A comprehensive political and design theory of planetary-scale computation proposing that The Stack -- an accidental megastructure -- is both a technological apparatus and a model for a new geopolitical architecture.

     

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  2. Code/space
    software and everyday life
    Published: [2011]; ©2011
    Publisher:  MIT Press, Cambridge, Massachusetts

    An analysis of the ways that software creates new spatialities in everyday life, from supermarket checkout lines to airline flight paths. more

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    Max-Planck-Institut für Wissenschaftsgeschichte, Bibliothek
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    An analysis of the ways that software creates new spatialities in everyday life, from supermarket checkout lines to airline flight paths.

     

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  3. Programmed visions
    software and memory
    Published: 2011
    Publisher:  MIT Press, Cambridge, Mass.

    Wendy Hui Kyong Chun argues that cycles of obsolescence & renewal result in part from the ways in which new media encapsulates a logic of programmability. In seeking to embody a future based on past data, new media becomes a metaphor for metaphor... more

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    Wendy Hui Kyong Chun argues that cycles of obsolescence & renewal result in part from the ways in which new media encapsulates a logic of programmability. In seeking to embody a future based on past data, new media becomes a metaphor for metaphor itself.

     

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  4. Software studies
    a lexicon
    Contributor: Fuller, Matthew (MitwirkendeR)
    Published: 2008
    Publisher:  MIT Press, Cambridge, Mass.

    This collection of short expository, critical and speculative texts offers a field guide to the cultural, political, social and aesthetic impact of software. Experts from a range of disciplines each take a key topic in software and the understanding... more

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    This collection of short expository, critical and speculative texts offers a field guide to the cultural, political, social and aesthetic impact of software. Experts from a range of disciplines each take a key topic in software and the understanding of software, such as algorithms and logical structures.

     

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  5. Learn OpenGL - Graphics programming
    Learn modern OpenGL graphics programming in a step-by-step fashion
    Published: 2020
    Publisher:  Kendall & Welling, [Erscheinungsort nicht ermittelbar]

    Graphics programmers are often coined the 'wizards' of the game industry. As every magician knows, terms like wizardry and magic are often somewhat exaggerated. Yet, there is a certain charm to graphics programming: the ability to conjure up complete... more

    Thüringer Universitäts- und Landesbibliothek
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    Graphics programmers are often coined the 'wizards' of the game industry. As every magician knows, terms like wizardry and magic are often somewhat exaggerated. Yet, there is a certain charm to graphics programming: the ability to conjure up complete living worlds at our fingertips. Learn OpenGL will teach you the basics, the intermediate, and tons of advanced knowledge, using modern (core-profile) OpenGL. The aim of this book is to show you all there is to modern OpenGL in an easy-to-understand fashion, with clear examples and step-by-step instructions, while also providing a useful reference for later studies. After years of continuous work and improvements on the accompanying website learnopengl.com, with the help of thousands of readers, its content has been professionally revised for this physical copy you now find in your hands. Graphics programming isn't as hard as many people make it out to be... you just need to start

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9789090332567; 9090332561
    RVK Categories: ST 321
    Subjects: Computer games; Computer graphics; Computer software; Computer games ; Programming; Computer graphics ; Programming; Computer software; Computerspiel; Videospiel; Computergrafik
    Scope: 522 Seiten, Illustrationen, 17.78 x 3.61 x 25.4 cm
    Notes:

    Includes index

  6. Learn OpenGL - graphics programming
    learn modern OpenGL graphics programming in a step-by-step fashion
    Published: 2020
    Publisher:  Kendall & Welling, [Erscheinungsort nicht ermittelbar]

    Graphics programmers are often coined the 'wizards' of the game industry. As every magician knows, terms like wizardry and magic are often somewhat exaggerated. Yet, there is a certain charm to graphics programming: the ability to conjure up complete... more

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    Universitätsbibliothek Ilmenau
    INF 2021
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    Graphics programmers are often coined the 'wizards' of the game industry. As every magician knows, terms like wizardry and magic are often somewhat exaggerated. Yet, there is a certain charm to graphics programming: the ability to conjure up complete living worlds at our fingertips. Learn OpenGL will teach you the basics, the intermediate, and tons of advanced knowledge, using modern (core-profile) OpenGL. The aim of this book is to show you all there is to modern OpenGL in an easy-to-understand fashion, with clear examples and step-by-step instructions, while also providing a useful reference for later studies. After years of continuous work and improvements on the accompanying website learnopengl.com, with the help of thousands of readers, its content has been professionally revised for this physical copy you now find in your hands. Graphics programming isn't as hard as many people make it out to be... you just need to start

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Online
    RVK Categories: ST 321
    Subjects: Computer games; Computer graphics; Computer software; Computer games ; Programming; Computer graphics ; Programming; Computer software; Computerspiel; Videospiel; Computergrafik
    Scope: 1 Online-Ressource (522 Seiten), Illustrationen
    Notes:

    Includes index

  7. Data-oriented design
    Published: September 29
    Publisher:  Richard Fabian, [Stockport?]

    The projects tackled by the software development industry have grown in scale and complexity. Costs are increasing along with the number of developers. Power bills for distributed projects have reached the point where optimisations pay literal... more

    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    U 24 B 586
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    The projects tackled by the software development industry have grown in scale and complexity. Costs are increasing along with the number of developers. Power bills for distributed projects have reached the point where optimisations pay literal dividends. Over the last 10 years, a software development movement has gained traction, a movement founded in games development. The limited resources and complexity of the software and hardware needed to ship modern game titles demanded a different approach. Data-oriented design is inspired by high-performance computing techniques, database design, and functional programming values. It provides a practical methodology that reduces complexity while improving performance of both your development team and your product. Understand the goal, understand the data, understand the hardware, develop the solution. This book presents foundations and principles helping to build a deeper understanding of data-oriented design. It provides instruction on the thought processes involved when considering data as the primary detail of any project."

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781916478701; 1916478700
    Subjects: Computer software; Database design; Computer programming; Software engineering
    Scope: x, 295 Seiten, 22 cm
    Notes:

    Literaturangaben

  8. Investments unlimited
    a novel about DevOps, security, audit compliance, and thriving in the digital age
    Published: [2024]
    Publisher:  IT Revolution Press, [Place of publication not identified]

    Investments Unlimited, Inc. has accomplished what many other firms in their industry have failed to do: they have successfully navigated the transition from legacy ways of working to the digital frontier. With the help of DevOps practices,... more

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    Investments Unlimited, Inc. has accomplished what many other firms in their industry have failed to do: they have successfully navigated the transition from legacy ways of working to the digital frontier. With the help of DevOps practices, Investments Unlimited delivers value to its customers with speed and agility. But now, all that work is about to fall apart. Sure, DevOps helped the company adapt, but it also failed them. While features moved through the organization swiftly, their governance process became inundated with friction, frustration, and failure. And now, their inability to deliver what they promise has led regulators to slap them with an MRIA (matter requiring immediate attention), the final warning before cease-and-desist letters and fire sales. With the future of Investments Unlimited on the line, a cross-functional team of executives and engineers has just months to develop a modern governance process that satisfies regulators but doesn’t slow down the company’s ability to compete in the market. It is up to this ragtag team to navigate trials, tribulations, site failures, and supply chain attacks, all on their path to save the company from disaster. In the vein of the bestselling The Phoenix Project and The Unicorn Project, Investments Unlimited radically rethinks how organizations can handle the audit, compliance, and security of their software systems—even in highly regulated industries. By introducing concepts, tools, and ideas to reimagine governance, Investments Unlimited catalyzes a more humane way to enable high-velocity software delivery that is inherently more secure.

     

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    Source: Union catalogues
    Contributor: Fulginiti, Rachel (ErzählerIn)
    Language: English
    Media type: Book
    Format: Online
    Edition: [First edition].
    Subjects: Financial services industry; Compliance auditing; Computer software; Services financiers ; Romans, nouvelles, etc; Vérification de conformité ; Romans, nouvelles, etc; Audiobooks; Livres audio
    Scope: 1 online resource (1 sound file (5 hr., 41 min.))
    Notes:

    Online resource; title from title details screen (O’Reilly, viewed June 24, 2024)

  9. Feminist in a software lab
    difference + design
    Published: [2018]
    Publisher:  Harvard University Press, Cambridge, Massachusetts

    Tara McPherson asks what might it mean to design--from conception--digital tools and applications that emerge from contextual concerns of cultural theory and from a feminist concern for difference. This question leads to the Vectors lab, which for a... more

    Universitätsbibliothek Freiburg
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    Tara McPherson asks what might it mean to design--from conception--digital tools and applications that emerge from contextual concerns of cultural theory and from a feminist concern for difference. This question leads to the Vectors lab, which for a dozen years has experimented with digital scholarship at the intersection of theory and praxis.-- Preface. Opening Vectors -- How to read this book -- List of fellow travelers -- 1. Designing for difference -- Into the fray -- Modularity at midcentury: thinking race + UNIX -- Situating UNIX -- Modularity in the social field -- Moving beyond our boxes + mapping materialisms -- WINDOW 1: introducing Vectors -- 2. Assembling scholarship: from Vectors to Scalar -- On process -- WINDOW 2: the look + feel of Vectors -- WINDOW 3: making stolen time -- Reimaging content and form -- WINDOW 4: various vectors -- Scaling Vectors -- WINDOW 5: the Scalar feature set + showcase -- Outro. Scholarship in the wild

     

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  10. INVESTMENTS UNLIMITED
    a novel about DevOps, security, audit compliance, and thriving in the digital age

    Investments Unlimited, Inc. has accomplished what many other firms in their industry have failed to do: they have successfully navigated the transition from legacy ways of working to the digital frontier. With the help of DevOps practices,... more

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    Investments Unlimited, Inc. has accomplished what many other firms in their industry have failed to do: they have successfully navigated the transition from legacy ways of working to the digital frontier. With the help of DevOps practices, Investments Unlimited delivers value to its customers with speed and agility. But now, all that work is about to fall apart. Sure, DevOps helped the company adapt, but it also failed them. While features moved through the organization swiftly, their governance process became inundated with friction, frustration, and failure. And now, their inability to deliver what they promise has led regulators to slap them with an MRIA (matter requiring immediate attention), the final warning before cease-and-desist letters and fire sales. With the future of Investments Unlimited on the line, a cross-functional team of executives and engineers has just months to develop a modern governance process that satisfies regulators but doesn't slow down the company's ability to compete in the market. It is up to this ragtag team to navigate trials, tribulations, site failures, and supply chain attacks, all on their path to save the company from disaster. In the vein of the bestselling The Phoenix Project and The Unicorn Project, Investments Unlimited radically rethinks how organizations can handle the audit, compliance, and security of their software systems--even in highly regulated industries. By introducing concepts, tools, and ideas to reimagine governance, Investments Unlimited catalyzes a more humane way to enable high-velocity software delivery that is inherently more secure.

     

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  11. Projekt Eureka bei Investments Unlimited
    der Roman über DevOps, Sicherheit, Audit, Compliance und Erfolg im digitalen Zeitalter

    Susan Jones ist CEO von Investments Unlimited, Inc. (IUI), einem renommierten Finanzdienstleister, der die digitale Transformation erfolgreich gemeistert hat. Sie ist schlagfertig und stellt immer die richtigen Fragen – der Vorstand vertraut ihr.... more

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    Susan Jones ist CEO von Investments Unlimited, Inc. (IUI), einem renommierten Finanzdienstleister, der die digitale Transformation erfolgreich gemeistert hat. Sie ist schlagfertig und stellt immer die richtigen Fragen – der Vorstand vertraut ihr. Doch jetzt gerät sie in Panik: IUI hat, nach einer Reihe von Ermahnungen, eine letzte Warnung wegen unzureichender Audit- und Compliance-Praktiken von der US-Aufsichtsbehörde erhalten. Wenn es IUI nicht gelingt, die Bedenken der Finanzaufsicht auszuräumen, könnte das Unternehmen untergehen. Sie versteht es nicht. Wie konnte ihr Team das zulassen? Wie konnte sie selbst das zulassen? Das Rettungsteam aus Führungskräften und Softwareentwickler: innen hat nur wenige Monate Zeit, um IUI vor einer Katastrophe zu bewahren und einen modernen, automatisierten Governance-Prozess zu entwickeln, der die Regulierungsbehörde zufriedenstellt. Können die rivalisierenden Kräfte im Unternehmen sich zusammenraufen und diese enorme Herausforderung gemeinsam bewältigen? Diese rasante Geschichte im Stil der Bestseller »Projekt Phoenix« und »Projekt Unicorn« hilft Ihnen, Ihren Umgang mit Audits, Compliance und Sicherheit radikal zu überdenken. Komplexe Konzepte werden entmystifiziert, und Sie lernen grundlegend neue Herangehensweisen, Instrumente und praktische Schritte für die Automatisierung von Governance kennen.

     

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    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Online
    Edition: 1. Auflage.
    Subjects: Financial services industry; Compliance auditing; Computer software
    Scope: 1 online resource (198 pages)
    Notes:

    Includes bibliographical references

  12. Entwurfsmuster von Kopf bis Fuß
    Published: 2015
    Publisher:  O'Reilly, Beijing

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    Karlsruher Institut für Technologie, KIT-Bibliothek
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    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783955619879
    RVK Categories: ST 330 ; ST 231 ; ST 230
    Edition: 2. Auflage
    Subjects: Java (Computer program language); Computer software; Java Standard Edition 8; Entwurfsmuster
    Scope: 1 Online-Ressource
  13. Motion in games
    4th international conference, MIG 2011, Edinburgh, UK, November 13 - 15, 2011 ; proceedings
    Published: 2011
    Publisher:  Springer, Berlin [u.a.]

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642250903
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 7060
    Subjects: Computer science; Computer software; Artificial intelligence; Computer simulation; Computer vision
    Other subjects: 3D video; Paperback / softback; Research; game development; real-time simulation; social roles; spatial analysis
    Scope: Online-Ressource (XII, 460 S.)
    Notes:

    Literaturangaben

  14. IT project proposals
    writing to win
    Author: Coombs, Paul
    Published: 2005
    Publisher:  Cambridge University Press, Cambridge, UK

    Whether responding to tender from a potential client or pitching a new IT project to the Board, this book can help you to create high quality, persuasive proposals. Written for anyone producing internal or commercial proposals promoting software... more

    Hochschulbibliothek Friedensau
    Online-Ressource
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    Whether responding to tender from a potential client or pitching a new IT project to the Board, this book can help you to create high quality, persuasive proposals. Written for anyone producing internal or commercial proposals promoting software products or services

     

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    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0521612578
    Subjects: Proposal writing in business; Technical writing; Computer software
    Scope: Online-Ressource (x, 146 p), ill, 25 cm
    Notes:

    Includes bibliographical references (p. 131-133) and index

    Electronic reproduction; Available via World Wide Web

    Cover; Half-title; Title; Copyright; Dedication; Contents; CHAPTER 1 Introduction; CHAPTER 2 Establishing the strategy; CHAPTER 3 Choosing the content; CHAPTER 4 Structuring the proposal; CHAPTER 5 Tightening up the text; CHAPTER 6 Obeying the grammar rules; CHAPTER 7 Obeying the punctuation rules; CHAPTER 8 Finishing off; CHAPTER 9 Reviewing the result; CHAPTER 10 Summary; Appendix A The Document Standard; Appendix B Select bibliography and resources; Appendix C Case studies; Index

  15. J2EE Antipatterns
    Published: [2003]; © 2003
    Publisher:  Wiley, Indianapolis, Indiana

    "The flip-side of Patterns, AntiPatterns provide developers with formal descriptions of common development gaffes that can derail a project along with practical guidelines on how to avoid them. In this book, the authors present dozens of Java... more

    Staats- und Universitätsbibliothek Hamburg Carl von Ossietzky
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    "The flip-side of Patterns, AntiPatterns provide developers with formal descriptions of common development gaffes that can derail a project along with practical guidelines on how to avoid them. In this book, the authors present dozens of Java AntiPatterns that tackle many of Java's biggest trouble spots for programming with EJB, JSP, Servlets, and more. Each AntiPattern is documented with real-world examples, code, and refactored (or escape-route) solutions, and the book uses UML (where appropriate) to diagram improved solutions. All code examples from the book are available to the reader on t

     

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    ISBN: 9780471480679
    RVK Categories: ST 250
    Subjects: Computer software; Antipatterns (Software engineering); Java (Computer program language); Software refactoring
    Scope: Online-Ressource (xxi, 602 Seiten), Illustrationen, 24 cm
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    Wiley Technology Publishing

    Includes bibliographical references (p. 579-580) and index

    Electronic reproduction; Available via World Wide Web

    J2EE AntiPatterns; Contents; Acknowledgments; Foreword; Author Bios; Introduction; AntiPatterns in J2EE; AntiPatterns; Refactoring; Why This Book?; Chapter 1: Distribution and Scaling; Localizing Data; Misunderstanding Data Requirements; Miscalculating Bandwidth Requirements; Overworked Hubs; The Man with the Axe; Plan Ahead; Choose the Right Data Architecture; Partition Data and Work; Plan for Scaling (Enterprise-Scale Object Orientation); Plan Realistic Network Requirements; Use Specialized Networks; Be Paranoid; Throw Hardware at the Problem; Chapter 2: Persistence; Dredge; Crush

    DataVisionStifle; Light Query; Version; Component View; Pack; Chapter 3: Service-Based Architecture; Multiservice; Tiny Service; Stovepipe Service; Client Completes Service; Interface Partitioning; Interface Consolidation; Technical Services Layer; Cross- Tier Refactoring; Chapter 4: JSP Use and Misuse; Ignoring Reality; Too Much Code; Embedded Navigational Information; Copy and Paste JSP; Too Much Data in Session; Ad Lib TagLibs; Beanify; Introduce Traffic Cop; Introduce Delegate Controller; Introduce Template; Remove Session Access; Remove Template Text; Introduce Error Page

    Chapter 5: ServletsIncluding Common Functionality in Every Servlet; Template Text in Servlet; Using Strings for Content Generation; Not Pooling Connections; Accessing Entities Directly; Introduce Filters; Use JDom; Use JSPs; Chapter 6: Entity Beans; Fragile Links; DTO Explosion; Surface Tension; Coarse Behavior; Liability; Mirage; Local Motion; Alias; Exodus; Flat View; Strong Bond; Best of Both Worlds; Facade; Chapter 7: Session EJBs; Sessions A-Plenty; Bloated Session; Thin Session; Large Transaction; Transparent Fa°ade; Data Cache; Session Facade; Split Large Transaction

    Chapter 8: Message-Driven BeansMisunderstanding JMS; Overloading Destinations; Overimplementing Reliability; Architect the Solution; Plan Your Network Data Model; Leverage All Forms of EJBs; Chapter 9: Web Services; Web Services Will Fix Our Problems; When in Doubt, Make It a Web Service; God Object Web Service; Fine-Grained/Chatty Web Service; Maybe ItÌs Not RPC; Single-Schema Dream; SOAPY Business Logic; RPC to Document Style; Schema Adaptor; Web Service Business Delegate; Chapter 10: J2EE Services; Hard-Coded Location Identifiers; Web = HTML; Requiring Local Native Code; Overworking JNI

    Choosing the Wrong Level of DetailNot Leveraging EJB Containers; Parameterize Your Solution; Match the Client to the Customer; Control the JNI Boundary; Fully Leverage J2EE Technologies; Appendix A: AntiPatterns Catalog; Distribution and Scaling AntiPatterns 1; Persistence AntiPatterns 63; Service-Based Architecture AntiPatterns 111; JSP Use and Misuse AntiPatterns 155; Servlet AntiPatterns 231; Entity Bean AntiPatterns 283; Session EJB AntiPatterns 361; Message-Driven Bean AntiPatterns 411; Web Services AntiPatterns 447; J2EE Service AntiPatterns 509; Appendix B: Refactorings Catalog

    Distribution and Scaling Refactorings 1

  16. Distributed game development
    harnessing global talent to create winning games
    Author: Fields, Tim
    Published: c2010
    Publisher:  Focal Press, Burlington, MA

    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game... more

    Universität Potsdam, Universitätsbibliothek
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    Take control of your global game development team and make successful AAA game titles using the 'Distributed Development' model. Game industry veteran Tim Fields teaches you how to evaluate game deals, how to staff teams for highly distributed game development, and how to maintain challenging relationships in order to get great games to market. This book is filled with interviews with a broad spectrum of industry experts from top game publishers and business owners in the US and UK. A supplementary web site provides interviews from the book, a forum where developers and publishers can connect, and additional tips and tricks. Topics include: - Building a core team that excels at working with external development partners.- Finding and Evaluating studios and publishers to help get your game built.- Effectively dividing up game projects into parts that can be distributed.- Saving your teams from the brutality of crunch. - Running your projects more efficiently and achieve better results.- Includes interviews with game producers from Sony Online Entertainment, Disney Online, Blue Castle Games, Firebrand Games, Aspyr Games, and 2K Sports.

     

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    ISBN: 9780240812717
    Subjects: Computer games; Computer software; Electronic data processing
    Scope: Online-Ressource (xi, 228 p), ill
    Notes:

    Includes index

    Electronic reproduction; Mode of access: World Wide Web

    Front Cover; Distributed Game Development: Harnessing Global Talent to Create Winning Games; Copyright Page; Dedication; Contents; About the Author; Chapter 1: Preface and Overview; 1.1 Introduction; 1.2 How Is a Team Leader to Juggle All of This?; 1.3 Who Is This Book For?; 1.4 Preamble on Distributed Development; 1.4.1 Why Would I Use Distributed Development?; 1.4.2 So You Don't Like Outsourcing and Think It's a Bad Idea; 1.4.3 The Difference between Traditional Outsourcing and Distributed Development; 1.4.4 Who We Will Meet in Our Case Studies, and Why We Care about What They Have to Say

    Chapter 2: Overview of the Development Process2.1 The Basic Games Development Cycle; 2.2 Concept Discovery; 2.3 Pre-Production; 2.4 Full Production; 2.5 A Word on Demos; 2.5.1 How to Prepare Properly; 2.5.2 How to Use Distributed Development Teams to Alleviate Demo Problems; 2.5.3 When They're out of Control; 2.6 Alpha, Beta, Final; 2.6.1 Finaling; Interview with David Wiens, Project Manager at Disney Online; 2.7 Manufacturing and Distribution; 2.8 Launch Day; 2.9 Post Launch Support and Updates; 2.10 Summary; Interview with Rhett Bennatt, Art Director, Aspyr Games

    Chapter 3: Your World and Your Internal Team3.1 Types of Distributed Collaboration: How to Organize Your World; 3.1.1 Organization of Key Players: Developers, Publishers, Customers, and Retailers; 3.1.2 Traditional Distribution Model; 3.1.3 Digital Distribution Model; 3.2 Organization of Distributed Development Teams; 3.2.1 The Core Team; 3.2.2 What to Do with the Wii?; 3.2.3 Separate Multiplayer; 3.2.4 How Many People per Group?; 3.2.5 Subcontractors; 3.3 How to Pick Your Internal Reps; 3.3.1 Flexibility; 3.3.2 Diplomacy; 3.3.3 Travel; 3.3.4 Technical Skills; 3.3.5 Dedication

    3.4 Key Roles and How to Identify Good Candidates3.4.1 Producer; 3.4.2 Associate Producer; 3.4.3 Development Director; 3.4.4 Art Director; 3.4.5 Technical Director; 3.4.6 Senior Designer; 3.4.7 Integration Engineer and Build Master; 3.4.8 Technical Art God; 3.4.9 Audio Guru; 3.4.10 News Flash: A Team Is More Than the Sum of Its Parts; 3.5 Insourcing: It's Like Hiring Family Because Dad Told You to; 3.5.1 How to Use Insourcing Effectively; 3.6 Summary; Interview with Robyn Wallace, General Manager, Blue Castle Games; Chapter 4: External Partnerships; 4.1 Where to Find Candidates and Teams

    4.2 How to Know What You Need4.2.1 Partner Evaluation Matrix; 4.2.2 Warning Signs When Evaluating Teams; Interview with Luke Wasserman, Senior Producer, 2K Sports; 4.3 How Developers Can Find Partners and Publishers; 4.3.1 On Agents; 4.3.2 Why Developers Need to Self-Promote Early and Always; 4.3.3 Warning Signs for the New Developer; 4.4 How Developers Should Evaluate a Development Deal; 4.4.1 The Assignment; 4.4.2 Pay; 4.4.3 Royalties; 4.4.4 Delivery and Acceptance; 4.4.5 Intellectual Property Rights; 4.4.6 Credit; 4.4.7 Future Relationship; 4.4.8 Key Employees; 4.4.9 Use of Subcontractors

    4.4.10 Termination

    Defect management: Distributed Game Development ; Introduction ; i. Overview ; ii. Who is this document for? ; Preamble on Distributed Development ; i. Why would you have distributed development? ; ii. Who we will meet in our case studies, and why we care about what they have to say. ; Chapter 1: Organizing Your Teams ; i. Types of Distributed Collaboration: How to Know what you need ; ii. How to pick external collaborators ; a. INTERVIEW: Fay Griffith ; Head of outsourcing and external development, Electronic Arts. On How to Select Partners ; iii. How to pick an external team ; iv. Insourcing ; v. Roles & Responsibilities ; a. INTERVIEW: Sergio Rosas ; Studio Head CGBot, Monterrey Mexico. On Tailoring Creation Teams for Different Clients ; vi. Subcontractors ; vii. Quality Assurance ; viii. Localization ; ix. Infrastructure ; x. The contract and other legal issues ; xi. Failure Study: When the Organization phase went wrong. ; Chapter 2: Getting off on the right foot ; i. Defining project parameters ; 1. Scheduling Goals, Techniques, Milestones ; ii. Make sure you have a shared vision. ; a. INTERVIEW: Bill Byrne ; Freelance Motion Graphics Editor. Setting project tone through visuals. ; iii. Kickoff Meetings ; iv. Scheduling Types & Tactics ; 1. SCRUM/AGILE vs. WATERFALL ; a. INTERVIEW: Everett Lee ; Producer, Sony Entertainment.?How to lead great teams through more agile planning. ; v. Failure Study: When the schedule is wrong. ; vi. Failure Study: When your vision is clouded. ; Chapter 3: Maintaining the organism ; i. Establishing & Maintaining Trust ; a. INTERVIEW: Kyle Clark ; VP Production, ReelFX. Delivering content to spec for motion pictures & television. ; ii. Progress Checkpoints ; iii. Milestones ; iv. How to deal with product goal or design changes ; a. INTERVIEW: Rhett Bennatt ; Project Manager, Aspyre Entertainment. Nimble projects for maximum profits. ; v. Cross Pollination ; vi. Finaling and product submission ; vii. Planning for your next date ; viii. Failure Study: Feature Creep and the carnival of design changes. ; Chapter 4: Site Visits ; i. Site visits ; ii. Who to send & why ; iii. When to go? ; a. INTERVIEW: Michael Wyman ; Founder, Big Splash Entertainment. Distributed development for Casual Games. ; iv. Representing your company and the project while on site. ; v. Communication ; vi. Language barriers ; vii. Dealing with distractions ; viii. Cultural Differences ; a. INTERVIEW: Frank Klier ; Senior Technical Director, Microsoft. Coordinating technical solutions across cultural boundaries. ; ix. Regional Conditions ; x. Helpful Tools for staying in touch with home base ; xi. Failure Study: What happens when communication between home base and the field goes awry. ; Chapter 5: Common Situations ; i. Hot Potato Projects ; a. INTERVIEW: Mark Greenshields ; President, Firebrand Games. Delivering quality products on time. ; ii. Crisis Management ; iii. The constantly moving target ; iv. Bug Counts

  17. Computers and games
    7th international conference, CG 2010, Kanazawa, Japan, September 24 - 26, 2010 ; revised selected papers
    Published: 2011
    Publisher:  Springer, Berlin [u.a.]

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    ISBN: 9783642179280
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    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 6515
    Subjects: Computer science; Computer Communication Networks; Computer software; Computational complexity; Artificial intelligence
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  18. Computational linguistics and intelligent text processing
    11th international conference, CICLing 2010, Iaşi, Romania, March 21 - 27, 2010 ; proceedings
    Published: 2010
    Publisher:  Springer, Berlin [u.a.]

    Universitätsbibliothek Braunschweig
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    Series: Lecture notes in computer science ; 6008
    Subjects: Computer science; Computer software; Data mining; Database management; Information storage and retrieval systems; Information systems
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  19. Agents for games and simulations
    trends in techniques, concepts and design
    Published: 2009
    Publisher:  Springer, Berlin [u.a.]

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    Series: Array ; 5920
    Subjects: Computer science; Computer software; Data mining; Artificial intelligence; Computer simulation
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  20. Advances in computer games
    12th international conference, ACG 2009, Pamplona, Spain, May 11 - 13, 2009 ; revised papers
    Published: 2010
    Publisher:  Springer, Berlin [u.a.]

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    Series: Lecture notes in computer science ; 6048
    Subjects: Artificial intelligence; Computational complexity; Computer Communication Networks; Computer science; Computer software
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  21. Computers and Games
    Second International Conference, CG 2000 Hamamatsu, Japan, October 2628, 2000 Revised Papers
    Published: 2001
    Publisher:  Springer-Verlag Berlin Heidelberg, Berlin, Heidelberg

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    Series: Lecture Notes in Computer Science ; 2063
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    Subjects: Artificial intelligence; Computer Science; Computer science; Computer software; Data structures (Computer science); Information systems
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  22. Motion in games
    third international conference, MIG 2010, Utrecht, The Netherlands, November 14 - 16, 2010 ; proceedings
    Published: 2010
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  23. IT project proposals :
    writing to win /
    Published: 2005.
    Publisher:  Cambridge University Press,, Cambridge :

    Whether responding to tender from a potential client or pitching a new IT project to the Board, a well-written proposal can be the difference between success and failure. IT Project Proposals: Writing to Win can help you to create high quality,... more

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    Whether responding to tender from a potential client or pitching a new IT project to the Board, a well-written proposal can be the difference between success and failure. IT Project Proposals: Writing to Win can help you to create high quality, persuasive proposals that will stand out from the crowd. The author explains how to determine the reader's basis of decision and the writer's unique selling points. It discusses the structuring of documents, the secrets behind persuasive writing, and the basic grammar and punctuation rules that will prevent writers from destroying a good argument through bad presentation. Case studies and numerous examples show how the techniques described can be used in real-life situations. The book also introduces an automated questionnaire allowing any IT proposal to be reviewed and rated. Written for IT managers, consultants and anyone else producing internal or commercial proposals promoting software products or services.

     

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    ISBN: 9780511541339 (ebook)
    Subjects: Technical writing.; Proposal writing in business.; Computer software
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  24. What is the text encoding initiative? : how to add intelligent markup to digital resources / Lou Bernard.
    Published: 2014.
    Publisher:  OpenEdition Press,, [Place of publication not identified] :

    The Text Encoding Initiative (TEI) Guidelines have long been regarded as the de facto standard for the preparation of digital textual resources in the scholarly research community. For the beginner, they offer a daunting range of possibilities,... more

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    The Text Encoding Initiative (TEI) Guidelines have long been regarded as the de facto standard for the preparation of digital textual resources in the scholarly research community. For the beginner, they offer a daunting range of possibilities, reflecting the huge range of potential applications for text encoding, from traditional scholarly editions, to language corpora, historical lexicons, digital archives and beyond. Drawing on many examples of TEI-encoded text from a variety of research domains, this simple and straightforward book is intended to help the beginner make their own choices from the full range of TEI options. It explains the XML technology used by the TEI in language accessible to the non-technical reader and provides a guided tour of the many parts of the TEI universe, and how it may be customized to suit an individual project’s needs. This work has been produced with the support of Labex Hastec.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9782821834606 (ebook); 9782821834590 (ebook)
    Other identifier:
    Series: Encyclopédie numérique ; ; 3
    Subjects: Computer software; Computer science; Cataloging.
    Other subjects: digital editing; XML; digital humanities; TEI; text encoding
    Scope: 1 online resource (114 pages) :, illustrations
    Notes:

    Includes bibliographical references.

  25. How to Make a Game :
    Go From Idea to Publication Avoiding the Common Pitfalls Along the Way /
    Published: [2021].
    Publisher:  Apress,, Berkeley, CA : ; Apress.

    Access:
    Freie Universität Berlin, Universitätsbibliothek, Zentralbibliothek
    Unlimited inter-library loan, copies and loan
    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 978-1-4842-6917-6
    Other identifier:
    Edition: First edition 2021
    Subjects: Game Development; Professional Computing; Computer games-Programming; Computer software; Spiel-Engine; Computerspiel; Programmierung
    Scope: 1 Online-Ressource (XX, 278 Seiten) :, 41 Illustrationen.