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1. |
Record Nr. |
UNISA990002093760203316 |
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Autore |
CAPPUCCIO, Carmelo |
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Titolo |
Gli scrittori italiani : antologia e lineamenti storici della letteratura italiana per gli istituti tecnici / Carmelo Cappuccio |
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Pubbl/distr/stampa |
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Descrizione fisica |
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Disciplina |
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Soggetti |
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Letteratura italiana - Antologie - Testi scolastici |
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Collocazione |
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XV.2.A. 2496 1 (FC VI B 7/I) |
XV.2.A. 2496 3 (FC VI B 7/III) |
XV.2.A. 2496 4 (FC VI B 7/IV) |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di contenuto |
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Vol. 1: Il Duecento e il Trecento. - VI, 484 p. Vol. 3: Il Seicento e il Settecento. - 1960. - 483 p. Vol. 4: L'Ottocento e il Novecento. - 1955. - 878 p. |
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2. |
Record Nr. |
UNINA9910633975603321 |
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Titolo |
Computer Game Development / / edited by Branislav Sobota |
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Pubbl/distr/stampa |
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London : , : IntechOpen, , 2022 |
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©2022 |
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ISBN |
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Descrizione fisica |
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1 online resource (180 pages) |
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Disciplina |
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Soggetti |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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1. Collaborative XR Systems and Computer Games Development. 2. Commercial-off-the-Shelf (COTS) Games: Exploring the Applications of Games for Instruction and Assessment. 3. Serious Games Development and Impact for Business Education. 4. The Use of Serious Games for Learning Cardiopulmonary Resuscitation Procedures: A Systematic Mapping of the Literature. 5. 3D Computer Graphics and Virtual Reality. 6. View Synthesis Tool for VR Immersive Video. 7. Leveraging on Data Sciences: Review of Architectural Practice and Education in Nigeria. 8. Enabling a 3-D Cyberspace Experience Online. |
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Sommario/riassunto |
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Computer games are a billion-dollar business. In 2021, the value of the gaming industry was about 200 billion US dollars. This book describes some modern approaches, procedures, algorithms, and devices in computer gaming. It includes information on classifications and types of games, technical means of game systems, game consoles, and the newest tools based on extended reality (XR) technologies. Furthermore, the book discusses visualization and 3D computer graphics, game cores (engines) and platforms, genre selection, story design, and trends in game design. It also includes formalizations, algorithms, and tools for a game theory and examines the use of virtual reality and related technologies in modern game user interfaces. Lastly, the book discusses optimizations, testing, and presentations of games and examines the sociological impacts of computer games. |
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3. |
Record Nr. |
UNINA9910169185903321 |
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Autore |
Boblet Marie-Hélène |
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Titolo |
Chances du roman, charmes du mythe : Versions et subversions du mythe dans la fiction francophone depuis 1950 / / Marie-Hélène Boblet |
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Pubbl/distr/stampa |
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Paris, : Presses Sorbonne Nouvelle, 2017 |
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ISBN |
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Descrizione fisica |
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1 online resource (220 p.) |
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Altri autori (Persone) |
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BostLorine |
BoulardStéphanie |
BouloumiéArlette |
BourgeoisMarie Elaine |
CojanOtilia Carmen |
CroceCécile |
DangyIsabelle |
FrackowiakJean-François |
GachetDelphine |
KellyVan |
LambertJérémy |
LaurichesseJean-Yves |
PalazzoLuisa |
PoirierJacques |
RomestaingAlain |
SchaffnerAlain |
ThomasJean-Pierre |
TomasiMarie-Camille |
Watthee-DelmotteMyriam |
BobletMarie-Hélène |
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Soggetti |
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French fiction - 20th century - History and criticism |
French fiction - 21st century - History and criticism |
Myth in literature |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Sommario/riassunto |
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Après les traumatismes historiques du milieu du XXe siècle et la fin des grands récits de légitimation, des figures et des structures léguées par diverses mythologies aident les romanciers à retrouver le goût du genre, la voie de la fiction, le jeu de la question et de la réponse. à quelle fréquence, à quelle fin des récits aussi différents que ceux de Vialatte, Perec, Roubaud, Le Clézio, Tournier, Claude Louis-Combet, Henry Bauchau ou Sylvie Germain se ressaisissent-ils d’une matière collective archaïque, dans un exercice d’imagination oeuvrante ? Ces questions seront abordées à la lumière d’œuvres singulières qui, de manière ludique ou tactique, usent de la mémoire et de la « raison » du mythe. Grâce à leur complexité, à leur équivocité, elles peuvent en exercer le mandat heuristique et se parer de son charme poétique. C’est la chance du roman : à la fois explorer l’énigme, creuser la profondeur du Sacré, affronter le Minotaure et, selon le mot de Pierre-Jean Jouve, « jeter un charme sur le monstre ». |
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