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Displaying results 76 to 100 of 318.

  1. Smart Learning Objects for Smart Education in Computer Science
    Theory, Methodology and Robot-Based Implementation
    Published: 2015
    Publisher:  Springer International Publishing, Cham

    Technische Hochschule Augsburg
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    Hochschule München, Bibliothek
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783319169132
    Other identifier:
    Subjects: Computersimulation; Künstliche Intelligenz; Programmierung; Medienpädagogik; Bildung; Informatik; Simulation
    Scope: 1 Online-Ressource (XVI, 317 p.), Ill.
  2. Von der Simulation zum Text
    narrative Strukturen in Computerspielen
    Published: 2014
    Publisher:  Chronos, Zürich

    Universitätsbibliothek Augsburg
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Dissertation
    ISBN: 9783034012362
    Other identifier:
    9783034012362
    RVK Categories: AP 15963 ; ET 790
    DDC Categories: 400
    Series: Populäre Literaturen und Medien ; 9
    Subjects: Computerspiel; Spieler; Interaktion; Computersimulation; Narrativität
    Scope: 160 S., graph. Darst.
    Notes:

    Zugl.: Zürich, Univ., Masterarbeit, 2012

  3. Die "künstliche Seele"
    Analyse einer Theorie
    Published: 1997
    Publisher:  Deutscher Universitätsverlag, Wiesbaden

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783322896278; 9783824442058
    Other identifier:
    Subjects: Economics; Economics/Management Science; Economics/Management Science, general; Management; Wirtschaft; Künstliche Intelligenz; Psychologie; Seele; Gefühl; Handlungsregulation; Motivation; Kognition; Computersimulation
    Scope: 1 Online-Ressource (332 S.)
    Notes:

    Der Begriff "künstliche Seele" steht für ein Modell der psychischen Prozesse des Menschen und bedeutet, daß ein motiviertes, emotionales und denkendes Wesen durch ein Computerprogramm simuliert wird. Eine Realisierung dieser Theorie stellt das Computerprogramm EMOREGUL dar. Katrin Hille unterzieht dieses Modell einer eingehenden Prüfung. Auf Basis psychologischer Theorien werden Verhaltensvergleiche und Plausibilitätsbetrachtungen angestellt. Die Behebung gefundener Schwachstellen führt dazu, daß das Modell immer besser den psychischen Prozessen des Menschen angepaßt wird. Der ursprünglichen Theorie steht schließlich eine erweiterte und um Fehler bereinigte Theorie gegenüber

  4. Computer simulation, rhetoric, and the scientific imagination
    how virtual evidence shapes science in the making and in the news
    Published: 2014
    Publisher:  Lexington Books, Lanham, Md.[u.a.]

    Bayerische Staatsbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780739175569
    Subjects: Gesellschaft; Naturwissenschaft; Philosophie; Computer simulation; Science; Rhetoric; Information technology; Virtual reality; Rhetorik; Journalismus; Computersimulation; Virtuelle Realität
    Scope: XIII, 130 S., Ill.
    Notes:

    Includes bibliographical references and index

  5. The guide to computer simulations and games
    Published: 2012
    Publisher:  John Wiley & Sons, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781283401999
    RVK Categories: ST 324 ; ST 340
    Subjects: Computer-assisted instruction; Computer games / Design; Computer-assisted instruction / Design; Educational games; Computerspiel; Computersimulation; Programmierung
    Scope: 1 Online-Ressource (xxxiv, 446 p.)
    Notes:

    Includes bibliographical references and index

  6. 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

  7. 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"--

  8. The systemic image
    a new theory of interactive real-time simulations
    Published: [2017]
    Publisher:  MIT Press, Cambridge, MA

    Hochschulbibliothek Ingolstadt
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780262035040; 0262035049
    RVK Categories: ST 278 ; ST 340
    Subjects: Kunst; Naturwissenschaft; Art; Science; Visualization; Interactive multimedia; Simulation methods; Art and technology; Bild; Ikon; Echtzeitsimulation; Ästhetik; Computersimulation
    Scope: viii, 384 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  9. Computer simulation, rhetoric, and the scientific imagination
    how virtual evidence shapes science in the making and in the news
    Published: [2014]
    Publisher:  Lexington Books, Lanham

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780739175576; 0739175572
    Subjects: COMPUTERS / General; Computer simulation; Information technology / Public opinion; Rhetoric; Science / Public opinion; Virtual reality / Social aspects; Array; Journalismus; Rhetorik; Virtuelle Realität; Computersimulation
    Scope: 1 online resource
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    Print version record

    The book investigates the rhetorical nature of scientific computer simulations, and it discusses the implications of those rhetorical strategies for how we understand, use and evaluate simulated evidence in the real world

  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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    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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    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. Computer game worlds
    Author: Pias, Claus
    Published: 2017
    Publisher:  Diaphanes, Zürich

    Universitätsbibliothek Augsburg
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    Zentralinstitut für Kunstgeschichte, Bibliothek
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    Content information
    Source: Union catalogues
    Contributor: Pakis, Valentine
    Language: English
    Media type: Book
    ISBN: 9783035800128
    RVK Categories: AP 15963 ; ST 690 ; SU 500
    DDC Categories: 300
    Edition: 1st edition
    Subjects: Computersimulation; Computerspiel
    Scope: 355 Seiten, Illustrationen, Diagramme, Karten
  14. Motion in games
    5th international conference, MIG 2012, Rennes, France, November 15 - 17, 2012 ; proceedings
    Published: 2012
    Publisher:  Springer, Berlin [u.a.]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 3642347096; 9783642347092
    Other identifier:
    9783642347092
    RVK Categories: SS 4800
    DDC Categories: 004; 793
    Series: Lecture notes in computer science ; 7660
    Subjects: Dreidimensionale Computergrafik; Computersimulation; Motion Capturing; Erweiterte Realität <Informatik>; Navigation; Mehragentensystem; Bahnplanung; Computerspiel; Computeranimation; Avatar <Informatik>
    Scope: XII, 384 S., Ill., graph. Darst.
  15. Motion in games
    5th international conference, MIG 2012, Rennes, France, November 15 - 17, 2012 ; proceedings
    Published: 2012
    Publisher:  Springer, Berlin [u.a.]

    Technische Hochschule Augsburg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783642347092; 3642347096; 9783642347108
    Other identifier:
    9783642347092
    RVK Categories: SS 4800
    DDC Categories: 004; 793
    Series: Lecture notes in computer science ; 7660
    Subjects: Computersimulation; Navigation; Bahnplanung; Computeranimation; Avatar <Informatik>; Motion Capturing; Computerspiel; Erweiterte Realität <Informatik>; Mehragentensystem; Dreidimensionale Computergrafik
    Scope: 1 Online-Ressource (XII, 384 S.), Ill., graph. Darst.
  16. Science fiction and philosophy
    from time travel to superintelligence
    Published: 2009
    Publisher:  Wiley-Blackwell, Malden, MA [u.a.]

    Universitätsbibliothek Augsburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781405149068; 9781405149075
    RVK Categories: AP 53900 ; CC 8260 ; CC 8400 ; CC 8700 ; SR 990
    Edition: 1. publ.
    Subjects: Philosophy; Philosophy in literature; Science fiction - Philosophy; Philosophie; Science fiction; Philosophy; Philosophy in literature; Willensfreiheit; Science-Fiction-Film; Philosophie; Film; Computersimulation; Ethik; Philosophische Anthropologie; Raum-Zeit
    Scope: X, 350 S., Ill., graph. Darst.
    Notes:

    Includes bibliographical references and index

  17. Build 'em up - Shoot 'em down
    Körperlichkeit in digitalen Spielen
    Contributor: Inderst, Rudolf Thomas (Publisher)
    Published: 2013
    Publisher:  Hülsbusch, Glückstadt

    Universitätsbibliothek Augsburg
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    Source: Union catalogues
    Contributor: Inderst, Rudolf Thomas (Publisher)
    Language: German; English
    Media type: Book
    ISBN: 9783864880278
    RVK Categories: AP 15963
    DDC Categories: 300
    Series: Game studies
    Subjects: Computersimulation; Computerspiel; Körpererfahrung; Körper; Virtuelle Realität
    Scope: 404 S., Ill.
    Notes:

    Beitr. teilw. dt., teilw. engl.

  18. Computer-Spiel-Welten
    Author: Pias, Claus
    Published: 2000

    Universitätsbibliothek Augsburg
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    Volltext (kostenfrei)
    Volltext (kostenfrei)
    Source: Union catalogues
    Language: German
    Media type: Dissertation
    Format: Online
    Other identifier:
    RVK Categories: ES 370 ; ST 690 ; SU 500
    Subjects: Computersimulation; Computerspiel
    Scope: 1 Online-Ressource (264 Seiten), Illustrationen
    Notes:

    Dissertation, Bauhausuniversität Weimar, 2000

  19. Agents for games and simulations
    trends in techniques, concepts and design
    Published: 2009
    Publisher:  Springer, Berlin [u.a.]

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9783642111976
    Other identifier:
    9783642111976
    RVK Categories: SS 4800 ; ST 324
    DDC Categories: 004
    Series: Lecture notes in computer science ; 5920 : Lecture notes in artificial intelligence
    State of the art survey
    Subjects: Künstliche Intelligenz; Artificial intelligence; Intelligent agents (Computer software); Service-oriented architecture (Computer science); Simulation methods; Computersimulation; Agent <Informatik>; Mehragentensystem; Computerspiel
    Scope: X, 236 S., Ill., graph. Darst., 235 mm x 155 mm
  20. Agents for games and simulations
    trends in techniques, concepts and design
    Published: 2009
    Publisher:  Springer, Berlin u.a.

    Universitätsbibliothek Bamberg
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    Content information
    Source: Union catalogues
    Language: English
    Media type: Conference proceedings
    Format: Online
    ISBN: 9783642111983
    Other identifier:
    RVK Categories: SS 4800 ; ST 324
    DDC Categories: 004
    Corporations / Congresses: International Workshop on Agents for Games and Simulation, 1 (2009, Budapest)
    Series: Lecture notes in computer science ; 5920 : Lecture notes in artificial intelligence
    State of the art survey
    Subjects: Mehragentensystem; Computerspiel; Computersimulation; Agent <Informatik>
    Scope: 1 Online-Ressource (X, 236 Seiten), Illustrationen
  21. Das systemische Bild
    Ikonizität im Rahmen computerbasierter Echtzeitsimulationen
    Published: 2010
    Publisher:  Fink, München

    Was heisst es für die Forschenden und Kunstschaffenden, auf der Basis von Computersimulationen zu gestalten? Inge Hinterwaldner befasst sich mit den ikonischen (sowie akustischen und haptischen) Aspekten von interaktiven Echtzeitsimulationen aus... more

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    Universitätsbibliothek Regensburg
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    Was heisst es für die Forschenden und Kunstschaffenden, auf der Basis von Computersimulationen zu gestalten? Inge Hinterwaldner befasst sich mit den ikonischen (sowie akustischen und haptischen) Aspekten von interaktiven Echtzeitsimulationen aus verschiedenen Disziplinen. Die komplexe Simulationsbildlichkeit lässt sich über unterschiedliche ineinander geschobene Instanzen von ausdifferenzierenden Formgebungen erörtern: die generelle Perspektivierung systemisch-kybernetischer Natur, die Modellierung, die Ikonisierung und schliesslich die Publikumseinbindung.

     

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    Content information
    Source: Union catalogues
    Language: German
    Media type: Dissertation
    ISBN: 9783770549993
    RVK Categories: LH 65829 ; AP 14800 ; LH 61340
    DDC Categories: 700
    Series: Eikones
    Subjects: Bild; Computersimulation; Ästhetik; Ikon
    Scope: 551 S., zahlr. Ill.
    Notes:

    Literaturverz. 508 - 537

    Zugl.: Basel, Univ., Diss., 2009

  22. Abstracting craft
    the practiced digital hand
    Published: 1996
    Publisher:  MIT Press, Cambridge, MA

    Zentralinstitut für Kunstgeschichte, Bibliothek
    No loan of volumes, only paper copies will be sent
    Bibliotheca Hertziana - Max-Planck-Institut für Kunstgeschichte
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 0262133261
    Subjects: Virtuelle Realität; Ästhetik; Computerkunst; CAD; Computergrafik; Computersimulation; Medienkunst
    Scope: XVII, 309 S., Ill., graph. Darst.
  23. 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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    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. Gameplay mode
    war, simulation, and technoculture
    Published: 2011
    Publisher:  Univ. of Minnesota Press, Minneapolis, Minn. [u.a.]

    Bayerische Staatsbibliothek
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    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

  25. 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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    Universitätsbibliothek Augsburg
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    Universitätsbibliothek Bamberg
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    Universitätsbibliothek Bayreuth
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    Hochschule Kempten, Hochschulbibliothek
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    Hochschule München, Bibliothek
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    Technische Universität München, Universitätsbibliothek
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    Universitätsbibliothek der LMU München
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    Universität der Bundeswehr München, Universitätsbibliothek
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    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    No loan of volumes, only paper copies will be sent
    Universitätsbibliothek Passau
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    Universitätsbibliothek Regensburg
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    Universitätsbibliothek Würzburg
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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.