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Displaying results 1 to 25 of 52.

  1. Motion in Games
    4th International Conference, MIG 2011, Edinburgh, UK, November 13-15, 2011. Proceedings
    Published: 2011
    Publisher:  Springer-Verlag GmbH Berlin Heidelberg, Berlin, Heidelberg

    Universitätsbibliothek der RWTH Aachen
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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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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642250903
    Other identifier:
    Series: Lecture Notes in Computer Science ; 7060
    Subjects: Computer science; Computer software; Artificial intelligence; Computer simulation; Computer vision; Computeranimation; Computerspiel; Navigation; Motion Capturing; Bahnplanung; Computersimulation
  2. U-Bahn-Simulator
    world of subway deluxe ; Vol. 1 und 2 ; New York Underground - the Path and U-7 Berlin Underground ; [CD-ROM]
    Published: 2011
    Publisher:  Aerosoft, Büren

    Verbund der Öffentlichen Bibliotheken Berlins - VÖBB
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    Source: Union catalogues
    Language: German; English
    Media type: Book; Data medium; Multimedia
    ISBN: 978394135456
    Subjects: Computersimulation; Computerspiel; The Path; U-Bahn-Simulator
    Scope: 1 CD-ROM
    Notes:

    Systemvoraussetzungen: Pentium IV 3 GHz oder gleichwertiger Prozessor, empfohlen Dual Core Prozessor; Microsoft Windows XP/Vista; freier Festplattenspeicher 4,1 GB; Arbeitsspeicher 2 GB; Grafikkarte 128 MB mind. GeForce 66xx oder gleichwertige ATI-Grafikkarte; empfohlen 256 MB Speicher

  3. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  University of Minnesota Press, Minneapolis ; Oxford University Press, Oxford

    From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand... more

    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
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    From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, this book argues, we must first understand the military logics that created and continue to inform them.

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781452946146
    Other identifier:
    Series: Electronic mediations ; 36
    Subjects: Computerspiel; Computersimulation; Krieg <Motiv>; Computer games; Video games; Computer war games; Computer flight games
    Scope: 1 Online-Ressource (xxvii, 222 p.), Ill.
    Notes:

    Includes bibliographical references and index

  4. Taxi-Simulator
    [Computerspiel] ; [CD-ROM]
    Published: [ca. 2011]
    Publisher:  Media-Verl.-Ges., Scheidegg

    Verbund der Öffentlichen Bibliotheken Berlins - VÖBB
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    Source: Union catalogues
    Language: German
    Media type: Data medium; Multimedia
    Other identifier:
    4019393965427
    Subjects: Taxifahrer; Computerspiel; Computersimulation
    Scope: 1 CD-ROM
    Notes:

    Systemvoraussetzungen: CPU ab 1 GHz; Windows XP/Vista; 256 GB RAM; HDD: 200 MB; Grafikkarte mit mind. 128 MB Video RAM; DirectX 9

  5. Inge Hinterwaldner: Das systemische Bild. Ikonizität im Rahmen computerbasierter Echtzeitsimulationen
    Published: 2011
    Publisher:  Philipps-Universität Marburg, Marburg ; Schüren

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    Source: Union catalogues
    Language: German
    Media type: E-Journal
    Format: Online
    ISSN: 2196-4270
    Other identifier:
    Subjects: Bild; Computersimulation; Ikon; Echtzeitsimulation; Ästhetik
    Scope: Online-Ressource
    Notes:

    In: Stollfuß, Sven: Inge Hinterwaldner: Das systemische Bild. Ikonizität im Rahmen computerbasierter Echtzeitsimulationen. In: MEDIENwissenschaft: Rezensionen | Reviews, Jg. 28 (2011) Nr. 2, S. 182–186

  6. Frachtschiff-Simulator
    [Computerspiel] ; [CD-ROM]
    Published: 2011
    Publisher:  Media-Verl.-Ges., Scheidegg

    Verbund der Öffentlichen Bibliotheken Berlins - VÖBB
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    Source: Union catalogues
    Language: German
    Media type: Data medium; Multimedia
    Other identifier:
    4019393970148
    Series: Simulation für Microsoft Windows : [CD-ROM]
    Subjects: Frachtschiff; Handel; Computersimulation; Computerspiel
    Scope: 1 CD-ROM
    Notes:

    Systemvoraussetzungen: Windows XP/Vista/7; min. 1 GHz; ab 2 GB RAM; 1 GB freier Festplattenspeicher; 128 MB Grafikkarte; DirectX 9 oder höher

  7. Learning science through computer games and simulations
    Published: c2011
    Publisher:  National Academies Press, Washington, D.C.

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Ostbayerische Technische Hochschule Amberg-Weiden, Hochschulbibliothek, Standort Weiden
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 0309185246; 9780309185240
    RVK Categories: DP 1962 ; DP 4630
    Corporations / Congresses:
    National Research Council (U.S.), Committee on Science Learning: Computer Games, Simulations, and Education (Verfasser)
    Subjects: EDUCATION / Teaching Methods & Materials / Science & Technology; Interactive multimedia; Science / Computer-assisted instruction; Science / Study and teaching (Elementary); Science / Study and teaching (Secondary); Naturwissenschaft; Science; Science; Science; Interactive multimedia; Computersimulation; Computerspiel; Naturwissenschaftlicher Unterricht
    Scope: 1 Online-Ressource (xi, 161 p.)
    Notes:

    At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential this book reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. It will guide academic researchers, developers, publishers, and entrepreneurs from the digital simulation and gaming community, and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate

    Includes bibliographical references (p. 129-148)

    Introduction -- - Learning with Simulations and Games -- - Simulations and Games in the Classroom -- - Simulations and Games in Informal Learning Contexts -- - The Role of Simulations and Games in Science Assessment -- - Bringing Simulations and Games to Scale -- - aAsearch Agenda for Simulations and Games -- - References and Bibliography -- - Appendix A: Commissioned Papers -- - Appendix B: Workshop Agenda -- - Appendix C: Biographical Sketches of Committee Members

  8. The guide to computer simulations and games
    Published: 2011
    Publisher:  Wiley Pub., Inc, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118221808
    RVK Categories: ST 324 ; ST 340
    Edition: 1st ed
    Subjects: Game theory; Digital computer simulation; Computerspiel; Computersimulation; Programmierung
    Scope: xxxiv, 446 p.
    Notes:

    Includes bibliographical references and index

    pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations

  9. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  University of Minnesota Press, Minneapolis

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780816653355; 9780816678334
    Series: Electronic mediations ; v. 36
    Subjects: Computer games; Video games; Computer war games; Computer flight games; Computerspiel; Computersimulation; Krieg
    Scope: xxvii, 222 p.
    Notes:

    Includes bibliographical references and index

    Machine generated contents note: ContentsAcknowledgmentsIntroduction: Technology, War, and Simulation -- 1. From the Military-Industrial to the Military-Entertainment Complex -- 2. Select Gameplay Mode: Simulation, Criticality, and the Chance of Videogames -- 3. Logistical Space: Flight Simulators and the Animation of Virtual Reality -- 4. Military Gametime: History, Narrative, and Temporality in Cinema and Games -- 5. The Game of Life: Experiences of the First-Person Shooter -- 6. Other Players in Other Spaces: War and Online Games -- 7. Playing Through: The Future of Alternative and Critical Game Projects -- Conclusion: The Challenge of SimulationNotes -- Index

    "From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force's attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military's development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today's computer games--and the wider culture they increasingly influence--are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future"--

  10. Gaming and simulations
    concepts, methodologies, tools and applications
    Published: [2011]; © 2011
    Publisher:  Information Science Reference, Hershey ; New York

    This work unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels. This three-volume reference explores all facets of game design and application and describes how this... more

    Hochschulbibliothek Ansbach
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    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    This work unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels. This three-volume reference explores all facets of game design and application and describes how this emerging discipline informs and is informed by society and culture

     

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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781609601966
    Other identifier:
    RVK Categories: AN 73700
    Series: Premier reference source
    Subjects: Computer games; Computer simulation; Educational innovations; Bibliothek; Computersimulation; Elektronische Bibliothek; Computerspiel; Elektronisches Publizieren
    Scope: 1 Online-Ressource (xxvi, 2042, 14 Seiten)
    Notes:

    Includes bibliographical references

  11. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  University of Minnesota Press, Minneapolis ; London

    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780816678334
    Series: Electronic mediations ; 36
    Subjects: Gesellschaft; Computer games; Video games; Computer war games; Computer flight games; Computerspiel; Computersimulation; Krieg
    Scope: 1 Online-Ressource (xxvii, 222 Seiten)
    Notes:

    Machine generated contents note: ContentsAcknowledgmentsIntroduction: Technology, War, and Simulation -- 1. From the Military-Industrial to the Military-Entertainment Complex -- 2. Select Gameplay Mode: Simulation, Criticality, and the Chance of Videogames -- 3. Logistical Space: Flight Simulators and the Animation of Virtual Reality -- 4. Military Gametime: History, Narrative, and Temporality in Cinema and Games -- 5. The Game of Life: Experiences of the First-Person Shooter -- 6. Other Players in Other Spaces: War and Online Games -- 7. Playing Through: The Future of Alternative and Critical Game Projects -- Conclusion: The Challenge of SimulationNotes -- Index

  12. The guide to computer simulations and games
    Published: 2011
    Publisher:  Wiley Pub., Inc, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118221808
    RVK Categories: ST 324 ; ST 340
    Edition: 1st ed
    Subjects: Game theory; Digital computer simulation; Computerspiel; Computersimulation; Programmierung
    Scope: xxxiv, 446 p.
    Notes:

    Includes bibliographical references and index

    pt. 1. Context -- pt. 2. It's about time -- pt. 3. Designing and building simulations

  13. Learning science through computer games and simulations
    Contributor: Honey, Margaret A. (Publisher)
    Published: 2011
    Publisher:  National Academies Press, Washington, DC

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Universitätsbibliothek Regensburg
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    Content information
    Source: Union catalogues
    Contributor: Honey, Margaret A. (Publisher)
    Language: English
    Media type: Book
    ISBN: 9780309185233
    RVK Categories: DP 1962 ; DP 4630
    Subjects: Naturwissenschaft; Science; Science; Computersimulation; Naturwissenschaftlicher Unterricht; Computerspiel
    Scope: XI, 161 S., Ill., graph. Darst.
    Notes:

    Includes bibliographical references and index

  14. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  Univ. of Minnesota Press, Minneapolis, Minn. [u.a.]

    Bayerische Staatsbibliothek
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780816653348; 9780816653355
    Series: Electronic mediations ; 36
    Subjects: Gesellschaft; Computer games; Video games; Computer war games; Computer flight games; GAMES / Video & Electronic; SOCIAL SCIENCE / Popular Culture; Computerspiel; Computersimulation; Krieg
    Scope: XXVII, 222 S., Ill.
    Notes:

    "From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force's attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military's development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today's computer games--and the wider culture they increasingly influence--are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future"-- Provided by

    Includes bibliographical references and index

  15. Motion in games
    4th international conference, MIG 2011, Edinburgh, UK, November 13 - 15, 2011 ; proceedings
    Published: 2011
    Publisher:  Springer, Berlin [u.a.]

    Technische Hochschule Augsburg
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    Universitätsbibliothek Regensburg
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642250897; 9783642250903
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 7060
    Subjects: Computeranimation; Computerspiel; Bahnplanung; Navigation; Motion Capturing; Computersimulation
    Other subjects: Paperback / softback; Research; 3D video; game development; real-time simulation; social roles; spatial analysis
    Scope: 1 Online-Ressource (XII, 460 S.), Ill., graph. Darst.
  16. Motion in games
    4th international conference, MIG 2011, Edinburgh, UK, November 13 - 15, 2011 ; proceedings
    Published: 2011
    Publisher:  Springer, Berlin [u.a.]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783642250897; 3642250890; 9783642250903
    Other identifier:
    9783642250897
    RVK Categories: SS 4800
    DDC Categories: 793; 004
    Series: Lecture notes in computer science ; 7060
    Subjects: Navigation; Computerspiel; Bahnplanung; Computeranimation; Computersimulation; Motion Capturing
    Scope: XII, 460 S., Ill., graph. Darst., 24 cm
    Notes:

    Literaturangaben

  17. Agents for games and simulations II
    trends in techniques, concepts and design
    Published: 2011
    Publisher:  Springer, Berlin [u.a.]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783642181801
    RVK Categories: SS 4800
    DDC Categories: 004
    Series: Lecture notes in computer science ; 6525 : Lecture notes in artificial intelligence
    State of the art survey
    Subjects: Computerspiel; Agent <Informatik>; Computersimulation; Mehragentensystem
    Scope: X, 206 S., Ill., graph. Darst., 235 mm x 155 mm
  18. Multi-agent-based simulation XI
    International Workshop, MABS 2010, Toronto, Canada, May 11, 2010, revised selected papers
    Published: 2011
    Publisher:  Springer, Berlin [u.a.]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783642183447; 3642183441
    Other identifier:
    9783642183447
    RVK Categories: SS 4800
    DDC Categories: 793; 000; 004
    Series: Lecture notes in computer science; 6532 : Lecture notes in artificial intelligence
    Subjects: Computerspiel; Mehragentensystem; Agent <Informatik>; Computersimulation
    Scope: X, 166 S., Ill., graph. Darst, 235 mm x 155 mm
  19. Multi-agent-based simulation XI
    International Workshop, MABS 2010, Toronto, Canada, May 11, 2010 : revised selected papers
    Contributor: Bosse, Tibor (Publisher); Geller, Armando (Publisher); Jonker, Catholijn M. (Publisher)
    Published: [2011]
    Publisher:  Springer, Berlin ; Heidelberg

    Technische Hochschule Augsburg
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    Source: Union catalogues
    Contributor: Bosse, Tibor (Publisher); Geller, Armando (Publisher); Jonker, Catholijn M. (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642183454
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture Notes in Computer Science ; 6532 : Lecture Notes in Artificial Intelligence
    Subjects: Computerspiel; Agent <Informatik>; Mehragentensystem; Computersimulation
    Other subjects: Paperback / softback; Professional/practitioner; MABS; agent simulation; agent societies; agent-based simulation; agent-based systems; economic simulation; environment modeling; evolutionary search; game theory; information sharing; multi-agent simulation; multi-agent systems; self organization; social modeling; social simulation; urban modeling; visual programming
    Scope: 1 Online-Ressource (X, 166 Seiten), Illustrationen
  20. Inge Hinterwaldner: Das systemische Bild. Ikonizität im Rahmen computerbasierter Echtzeitsimulationen
    Published: 2011
    Publisher:  Philipps-Universität Marburg, Marburg ; Schüren

    Technische Hochschule Bingen, Bibliothek
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    Hessen Kassel Heritage, Bibliothek
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    Universitätsbibliothek Kassel, Landesbibliothek und Murhardsche Bibliothek der Stadt Kassel
    No inter-library loan
    Akademie der Wissenschaften und der Literatur, Bibliothek
    No inter-library loan
    Bibliothek der Hochschule Mainz, Untergeschoss
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    LEIZA - Leibniz-Zentrum für Archäologie, Bibliothek
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    Martinus-Bibliothek, Wissenschaftliche Diözesanbibliothek
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    Universität Mainz, Zentralbibliothek
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    Hessisches Staatsarchiv Marburg, Dienstbibliothek
    No inter-library loan
    Universität Marburg, Universitätsbibliothek
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    Hochschul- und Landesbibliothek RheinMain, Rheinstraße
    No inter-library loan
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    Source: Union catalogues
    Language: German
    Media type: Book
    Format: Online
    Other identifier:
    DDC Categories: 700
    Subjects: Bild; Computersimulation; Ikon; Echtzeitsimulation; Ästhetik
    Scope: 1 Online-Ressource
    Notes:

    In: Stollfuß, Sven: Inge Hinterwaldner: Das systemische Bild. Ikonizität im Rahmen computerbasierter Echtzeitsimulationen. In: MEDIENwissenschaft: Rezensionen | Reviews, Jg. 28 (2011) Nr. 2, S. 182–186

  21. Motion in games
    4th international conference ; proceedings
    Contributor: Allbeck, Jan M. (Hrsg.)
    Published: 2011
    Publisher:  Springer, Berlin [u.a.]

    Universitätsbibliothek der Fernuniversität
    Unlimited inter-library loan, copies and loan
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    Content information
    Source: Union catalogues
    Contributor: Allbeck, Jan M. (Hrsg.)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642250903
    Other identifier:
    RVK Categories: SS 4800
    Series: Lecture notes in computer science ; 7060
    Subjects: Computeranimation; Bahnplanung; Navigation; Motion Capturing; Computersimulation; Computerspiel
    Scope: XII, 460 S., Ill., graph. Darst.
  22. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  Univ. of Minnesota Press, Minneapolis, Minn. [u.a.]

    Freie Universität Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
    Max-Planck-Institut für Bildungsforschung, Bibliothek und wissenschaftliche Information
    Unlimited inter-library loan, copies and loan
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan
    Universität Potsdam, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Staatsbibliothek zu Berlin; Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Book
    ISBN: 9780816653348; 9780816653355
    RVK Categories: AP 15963
    Series: Electronic mediations ; 36
    Subjects: Gesellschaft; Computer games; Video games; Computer war games; Computer flight games; GAMES / Video & Electronic; SOCIAL SCIENCE / Popular Culture; Computerspiel; Computersimulation; Krieg
    Scope: XXVII, 222 S., Ill.
    Notes:

    "From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008's Spore, computer games owe their development to computer simulation and imaging produced by and for the military during the Cold War. To understand their place in contemporary culture, Patrick Crogan argues, we must first understand the military logics that created and continue to inform them. Gameplay Mode situates computer games and gaming within the contemporary technocultural moment, connecting them to developments in the conceptualization of pure war since the Second World War and the evolution of simulation as both a technological achievement and a sociopolitical tool.Crogan begins by locating the origins of computer games in the development of cybernetic weapons systems in the 1940s, the U.S. Air Force's attempt to use computer simulation to protect the country against nuclear attack, and the U.S. military's development of the SIMNET simulated battlefield network in the late 1980s. He then examines specific game modes and genres in detail, from the creation of virtual space in fight simulation games and the co-option of narrative forms in gameplay to the continuities between online gaming sociality and real-world communities and the potential of experimental or artgame projects like September 12th: A Toy World and Painstation, to critique conventional computer games.Drawing on critical theoretical perspectives on computer-based technoculture, Crogan reveals the profound extent to which today's computer games--and the wider culture they increasingly influence--are informed by the technoscientific program they inherited from the military-industrial complex. But, Crogan concludes, games can play with, as well as play out, their underlying logic, offering the potential for computer gaming to anticipate a different, more peaceful and hopeful future"-- Provided by

    Includes bibliographical references and index

  23. Learning science through computer games and simulations
    Contributor: Honey, Margaret A. (Publisher)
    Published: 2011
    Publisher:  National Academies Press, Washington, DC

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Contributor: Honey, Margaret A. (Publisher)
    Language: English
    Media type: Book
    ISBN: 9780309185233
    RVK Categories: DP 1962 ; DP 4630
    Subjects: Naturwissenschaft; Science; Science; Computersimulation; Naturwissenschaftlicher Unterricht; Computerspiel
    Scope: XI, 161 S., Ill., graph. Darst.
    Notes:

    Includes bibliographical references and index

  24. Agents for games and simulations II
    trends in techniques, concepts and design
    Published: 2011
    Publisher:  Springer, Berlin [u.a.]

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    Unlimited inter-library loan, copies and loan
    TU Berlin, Universitätsbibliothek
    Unlimited inter-library loan, copies and loan
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783642181801
    RVK Categories: SS 4800
    DDC Categories: 004
    Series: Lecture notes in computer science ; 6525 : Lecture notes in artificial intelligence
    State of the art survey
    Subjects: Computerspiel; Agent <Informatik>; Computersimulation; Mehragentensystem
    Scope: X, 206 S., Ill., graph. Darst., 235 mm x 155 mm
  25. The Guide to Computer Simulations and Games
    Author: Becker, K.
    Published: 2011
    Publisher:  Wiley, New York

    The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to... more

    Universität Frankfurt, Elektronische Ressourcen
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    No inter-library loan
    Universitätsbibliothek Gießen
    No inter-library loan

     

    The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of ...

     

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    Source: Union catalogues
    Contributor: Parker, Jim R.
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118009239; 9781118221808 (Sekundärausgabe)
    Subjects: Computersimulation; Computerspiel; Computerunterstütztes Lernen
    Scope: 482 p.
    Notes:

    Description based upon print version of record

    Online-Ausg.: