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Intelligent Network Video Understanding Modern Video Surveillance Systems

Image and Video Compression for Multimedia Engineering Fundamentals Algorithms and Standards Third Edition

The Video Games Textbook History • Business • Technology

The Video Games Textbook History • Business • Technology

The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console handheld system and game-changing personal computer as well as a look at the business technology and people behind the games. Chapters feature objectives and key terms illustrative timelines color images and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming where readers emerge with a clear picture of how video games evolved why the platforms succeeded or failed and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter including color timelines sections on color theory and lighting the NEC PC-98 series MSX series Amstrad CPC Sinclair ZX Spectrum Milton Bradley Microvision Nintendo Game & Watch gender issues PEGI and CERO rating systems and new Pro Files and quiz questions plus expanded coverage on PC and mobile gaming virtual reality Valve Steam Deck Nintendo Switch Xbox Series X|S and PlayStation 5. Key Features Explores the history business and technology of video games including social political and economic motivations Facilitates learning with clear objectives key terms illustrative timelines color images tables and graphs Highlights the technical specifications and key titles of all major game consoles handhelds personal computers and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends as well as end-of-chapter activities and quizzes | The Video Games Textbook History • Business • Technology

GBP 56.99
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Once Upon a Pixel Storytelling and Worldbuilding in Video Games

Video Based Machine Learning for Traffic Intersections

Video Based Machine Learning for Traffic Intersections

Video Based Machine Learning for Traffic Intersections describes the development of computer vision and machine learning-based applications for Intelligent Transportation Systems (ITS) and the challenges encountered during their deployment. This book presents several novel approaches including a two-stream convolutional network architecture for vehicle detection tracking and near-miss detection; an unsupervised approach to detect near-misses in fisheye intersection videos using a deep learning model combined with a camera calibration and spline-based mapping method; and algorithms that utilize video analysis and signal timing data to accurately detect and categorize events based on the phase and type of conflict in pedestrian-vehicle and vehicle-vehicle interactions. The book makes use of a real-time trajectory prediction approach combined with aligned Google Maps information to estimate vehicle travel time across multiple intersections. Novel visualization software designed by the authors to serve traffic practitioners is used to analyze the efficiency and safety of intersections. The software offers two modes: a streaming mode and a historical mode both of which are useful to traffic engineers who need to quickly analyze trajectories to better understand traffic behavior at an intersection. Overall this book presents a comprehensive overview of the application of computer vision and machine learning to solve transportation-related problems. Video Based Machine Learning for Traffic Intersections demonstrates how these techniques can be used to improve safety efficiency and traffic flow as well as identify potential conflicts and issues before they occur. The range of novel approaches and techniques presented offers a glimpse of the exciting possibilities that lie ahead for ITS research and development. Key Features: Describes the development and challenges associated with Intelligent Transportation Systems (ITS) Provides novel visualization software designed to serve traffic practitioners in analyzing the efficiency and safety of an intersection Has the potential to proactively identify potential conflict situations and develop an early warning system for real-time vehicle-vehicle and pedestrian-vehicle conflicts

GBP 99.99
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Collaborative Worldbuilding for Video Games

The Pocket Mentor for Video Game Testing

Video-Reflexive Ethnography in Health Research and Healthcare Improvement Theory and Application

Technical Animation in Video Games

Primer on Radiation Oncology Physics Video Tutorials with Textbook and Problems

They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry Vol. I: 1971-1982

They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry Vol. I: 1971-1982

They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century Alexander Smith’s text comprehensively highlights and examines individuals companies and market forces that have shaped the development of the video game industry around the world. Volume one places an emphasis on the emerging ideas concepts and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written They Create Worlds charts the technological breakthroughs design decisions and market forces in the United States Europe and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications personal papers collections and oral history interviews with designers and executives many of whom have never told their stories before. Spread over three volumes They Create Worlds focuses on the creative designers shrewd marketers and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history. | They Create Worlds The Story of the People and Companies That Shaped the Video Game Industry Vol. I: 1971-1982

GBP 69.99
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Game Anim Video Game Animation Explained

Costume Design for Video Games An Exploration of Historical and Fantastical Skins

Costume Design for Video Games An Exploration of Historical and Fantastical Skins

Costume Design for Video Games: An Exploration of Historical and Fantastical Skins explores the rich and colorful history of fashion throughout the ages. Each page goes into detail concerning the social significance of Iconic period pieces. From the real and the imagined Costume Design for Video Games highlights the development of costumes and characters that pertain to plots scenarios and visionary goals while also exploring silhouettes and the aesthetics of various eras. This survey of costume design for the video game market includes an exploration of the aesthetics of historical fantasy and futuristic influences. Not only does the text help in illustrating an assortment of styles but Sandy Appleoff Lyons also helps to facilitate creative problem-solving as it applies to costume design and the design principles applied. This is uniquely done through a reader project which in turn builds and implements research skills and the creation of authentic designs. Key Features: This book is not about replicating what already exists; it gives the reader the tools needed in order to understand the design principles and how to apply them to costumes. Through the comprehensive understanding of history fashion costumes and cultural impacts the readers will be able to expand their creativity and knowledge to help increase the narrative subtext and the stories of costumed figures. Readers are given tools for creative problem-solving to create authentic original costumes. Text includes a glossary and sidebars covering materials rendering color history design principles and meaning. Key terms and style sheets with layout training and cited historical examples help ground the reader with strong visuals. | Costume Design for Video Games An Exploration of Historical and Fantastical Skins

GBP 48.99
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Freelance Video Game Writing The Life & Business of the Digital Mercenary for Hire

The Gamer's Brain How Neuroscience and UX Can Impact Video Game Design

The Gamer's Brain How Neuroscience and UX Can Impact Video Game Design

Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That’s why makers of successful video games like Fortnite and Assassin’s Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game regardless of its budget scope or ambition. The game UX accounts for the whole experience players have with a video game from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver including shipping higher quality games (whether indie triple-A or serious games) and meeting business goals - all while staying true to design vision and artistic intent. At its core UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived the emotions it will elicit how players will interact with it and how engaging the experience will be. This book is designed to equip readers of all levels from student to professional with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games empowering them to develop their own unique game recipe more efficiently while providing a better experience for their audience. The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design Is written by Celia Hodent - a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years including at prominent companies such as Epic Games (Fortnite) Ubisoft and LucasArts. Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: neuromyths perception memory attention motivation emotion and learning. Includes numerous examples from released games of how scientific knowledge translates into game design and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge implementing human-computer interaction principles and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good engage-ability (the ability of the game to be fun and engaging) translated into a practical checklist. Covers design thinking game user research game analytics and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today. | The Gamer's Brain How Neuroscience and UX Can Impact Video Game Design

GBP 48.99
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The Pocket Mentor for Video Game Writers

Dungeon Hacks How NetHack Angband and Other Rougelikes Changed the Course of Video Games

The Essential Guide to the Business & Law of Esports & Professional Video Gaming

The Essential Guide to the Business & Law of Esports & Professional Video Gaming

As esports has grown the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past. Mitch Reames AdWeek and Esports Insider Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space. Kevin Hitt The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past present and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene Justin M. Jacobson Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business ecosystem including the talent the teams the publishers and the event organizers. • Explores various legal fields involved with esports including intellectual property employment and player unions business investments and tax write-offs immigration and visas event operation tips social media and on-stream promotions and much more. • The most current book on the market with actual contract provisions modeled on existing major esports player coach shoutcaster and sponsorship agreements. About the Author Justin M. Jacobson Esq. is an entertainment and esports attorney located in New York City. For the last decade he has worked with professional athletes musicians producers DJs record labels fashion designers as well as professional gamers streamers coaches on-air talent and esports organizations. He assists these creative individuals with their contract copyright trademark immigration tax and related business marketing and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment music and esports publications and podcasts including Business Insider The Esports Observer Esports Insider Tunecore and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League Overwatch Contenders and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite CS:GO Gears of War Halo Super Smash Brothers Rainbow 6 PUBG Madden and FIFA and mobile games such as Brawlhalla Clash of Clans and Call of Duty mobile. Previously he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.

GBP 46.99
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FORCE: Dynamic Life Drawing 10th Anniversary Edition

FORCE: Dynamic Life Drawing 10th Anniversary Edition

Bring your artwork to life with the power of the FORCE! Watch listen and follow along as Mike Mattesi demonstrates the fundamental FORCE line and explains dynamic figure drawing techniques through 30 videos that are launched through the book's companion App. Packed with superb powerfully drawn examples the updated third edition of FORCE features an all-new section on the FORCE blob and dozens of fresh illustrations. Mike Mattesi’s 10th anniversary edition of FORCE will teach readers how to put thought and imagination to paper. Whether you are an illustrator animator comic book artist or student you'll learn to use rhythm shape and line to bring out the life in any subject. The 10th Anniversary Edition contains numerous improvements. Around 30 videos are embedded within the book and accessible through the FORCE Drawing App. In the App click on the image of the camera point your mobile device’s camera at the page with the symbol and then finally tap the video card image floating above the drawing to launch the video. Then sit back and watch the video that shows me creating that drawing and discussing my process. Many new drawings can be found within this edition and the addition of color now further clarifies the theory of FORCE. Key Features The unique dynamic learning system that has helped thousands of artists enhance their figure drawing abilities Dozens of updated illustrations and all-new content exclusive to the 3rd edition Select pages can be scanned by your smartphone or other device to pull up bonus video content enhancing the learning process Companion App: Nearly 50 videos are available on the free FORCE Drawing companion app that can be downloaded through Google Play or the Apple App Store | FORCE: Dynamic Life Drawing 10th Anniversary Edition

GBP 48.99
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Ambient Diagnostics

Ambient Diagnostics

Ambient Diagnostics addresses innovative methods for discovering patterns from affordable devices such as mobile phones watches cameras and game interfaces to interpret multimedia data for personal health monitoring and diagnosis. This is the first comprehensive textbook on multidisciplinary innovations in affordable healthcare—from sensory fusion pattern detection to classification. Connecting the DotsThe material in this book combines sensing pattern recognition and visual design and is divided into four parts which cover fundamentals multimedia intelligence pervasive sensors and crowdsourcing. The author describes basic pattern discovery models sound color motion and video analytics and pattern discovery from games and social networks. Each chapter contains the material’s main concepts as well as case studies and extensive study questions. Contains overviews about diagnostic sensors on mobile phonesReflects the rapidly growing platforms for remote sensing gaming and social networkingIncorporates cognitive tests such as fatigue detectionIncludes pseudo code and sample codeProvides vision algorithms and multimedia analyticsCovers Multimedia Intelligence ExtensivelyAmbient Diagnostics includes concepts for ambient technologies such as point-and-search the pill camera active sensing with Kinect digital human labs negative and relative feature spaces and semantic representations. The book also introduces methods for collective intelligence from online video games and social media.

GBP 59.99
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Building a Game Pitch How to Bottle Lightning

Building a Game Pitch How to Bottle Lightning

Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021) a decade’s worth of industry experience and numerous industry-level pitches for a variety of organisations including Mediatonic Epic Games and GDC this book will equip you with methodologies best practices and insights around video game pitch design. It will guide you through a step-by-step process from initial conceptualisation and idea validation to communicating your pitches on paper clearly and effectively –as well as illustrating why such a process can be highly valuable. In a day and age where video game development is more competitive than ever the value and importance of lightning in a bottle pitches has never been higher: foundational visions capable of delivering video games that stand apart from the crowd as industry-renowned titles generating immense critical or commercial success which (after the awe has abated) usually triggers the same internal question –why didn’t I think of that!? As such this book will cover: How video game pitches can determine the success potential of a video game How to conceptualise unique and compelling ideas for a video game How to validate your ideas to better determine whether they are capable of becoming lightning in a bottle experiences –or even worth prototyping How to structure format and write a video game pitch in a manner that not only helps you better expand upon and understand your own pitch but also makes it easier for others to understand and buy into This book will be of great interest to both seasoned and early-career game designers students studying game design courses and start-up founders seeking investment. | Building a Game Pitch How to Bottle Lightning

GBP 32.99
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Smart Mini-Cameras

Real Time Visual Effects for the Technical Artist

Real Time Visual Effects for the Technical Artist

Visual effects (VFX) are one of the most complicated components of feature film and television creation. With advancements in such technologies as Ray Tracing and Virtual Reality the visual quality of the real-time rendering engine is now rivaling feature film. Real-time rendering requires years of programming experience with advanced understanding in math and physics. As the power of the real-time rendering engine improves so too do the interfaces for VFX creation. With limited technical understanding artists can create VFX with the push of a button and tug of a slider. As powerful as the interfaces are they can only expose a portion of the true potential of the rendering engine. Artists are limited by their understanding of the engine interface. Real Time Visual Effects for the Technical Artist is written for digital artists to explain the core concepts of VFX common in all engines to free them from interface bounds. Features: Introduces the reader to the technical aspects of real-time VFX Built upon a career of more than 20 years in the feature film VFX and the real-time video game industries and tested on graduate and undergraduate students Explores all real-time VFX in four categories: in-camera effects in-material effects simulations and particles This book is written to complement undergraduate- or graduate-level courses focused on the fundamentals of modern real-time VFX. Chris Roda is a Technical Art instructor at the Florida Interactive Entertainment Academy (FIEA) a graduate degree program in interactive real-time application development at the University of Central Florida. Early in his career Chris was a visual effects artist in the film and television industries where he contributed visual effects for films such as Spider-Man Titanic and The Fifth Element. Before coming to FIEA Chris was a CG Supervisor at Electronic Arts where he worked on video game titles such as NCAA Football and Madden NFL Football. In addition to teaching Chris works on generating tools and pipelines for the creation of immersive experiences: the amalgamation of the narrative of films the interactivity of video games and the immersion of theme parks.

GBP 48.99
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Game Design Deep Dive: Horror

Game Design Deep Dive: Horror

The Game Design Deep Dive series examines a specific game system or mechanic over the course of the history of the industry. This entry will examine the history and design of the horror genre and elements in video games. The author analyzes early video game examples including the differences between survival action-horror and psychological horror. Thanks to recent hits like Five Night’s at Freddy’s Bendy and the Ink Machine and recent Resident Evil titles the horror genre has seen a strong resurgence. For this book in the Game Design Deep Dive series Joshua Bycer will go over the evolution of horror in video games and game design and what it means to create a terrifying and chilling experience. FEATURES • Written for anyone interested in the horror genre anyone who wants to understand game design or anyone simply curious from a historical standpoint • Includes real game examples to highlight the discussed topics and mechanics • Explores the philosophy and aspects of horror that can be applied to any medium • Serves as a perfect companion for someone building their first game or as part of a game design classroom Joshua Bycer is a game design critic with more than eight years of experience critically analyzing game design and the industry itself. In that time through Game-Wisdom he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations. His first book was 20 Essential Games to Study. He continues to work on the Game Design Deep Dive series. | Game Design Deep Dive: Horror

GBP 42.99
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