1.

Record Nr.

UNIBAS000010860

Autore

Eucken, Rudolf

Titolo

Le opere / Rudolf Eucken

Pubbl/distr/stampa

Torino : UTET, 1978

ISBN

88-02-02280-1

Descrizione fisica

XXX, 709 p. : 1 ritr. ; 17 cm.

Collana

Scrittori del mondo: i Nobel

Disciplina

193

Lingua di pubblicazione

Italiano

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

La visione della vita nei grandi pensatori

2.

Record Nr.

UNISA996390585503316

Autore

Bourne Immanuel <1590-1672.>

Titolo

The anatomie of conscience [[electronic resource] ] : Or a threefold reuelation of those three most secret bookes: 1. The booke of Gods prescience. 2. The booke of mans conscience. 3. The booke of life. In a sermon preached at the generall assises holden at Derby, in Lent last. 1623. By Immanuel Bourne .

Pubbl/distr/stampa

London, : Printed by G. E[ld] and M. F[lesher] for Nathaniel Butter, and are to be sold at his shop neere S. Austins Gate, at the signe of the Pyde Bull, 1623

Descrizione fisica

[4], 42, [2] p

Soggetti

Conscience - Religious aspects - Christianity

Sermons, English - t17th century

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Printers' names from STC.



The words "1. The booke of God prescience. .. 3. The booke of life." are bracketed together on the title page.

The last leaf is blank.

Reproduction of the original in the Folger Shakespeare Library.

Sommario/riassunto

eebo-0055

3.

Record Nr.

UNINA9910677236603321

Autore

Angelides Marios C

Titolo

Handbook of digital games / / edited by Marios C. Angelides, Harry Agius

Pubbl/distr/stampa

Piscataway, NJ : , : IEEE Press

Hoboken, New Jersey : , : Wiley, , [2014]

[Piscataqay, New Jersey] : , : IEEE Xplore, , [2014]

ISBN

1-118-79627-6

1-118-79623-3

Edizione

[First edition.]

Descrizione fisica

1 online resource (781 p.)

Disciplina

794.8

Soggetti

Computer games

Video games

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references at the end of each chapters and index.

Nota di contenuto

Cover; IEEE Press; Title page; Copyright page; Contents; Contributors; Introduction; Chapter Summaries; Part I: Gaming Techniques and Tools; Part II: Game Play; Part III: Game Design and Development; Part I: Gaming Techniques and Tools; Chapter 1: Toward the Adaptive Generation of Bespoke Game Content; 1.1 Introduction; 1.2 Methodology; 1.2.1 Generation; 1.2.2 Measurement; 1.2.3 Adaptation; 1.3 Applications; 1.3.1 3D Action Games; 1.3.2 Arcade Games; 1.3.3 Platformers; 1.3.4 Board Games; 1.3.5 Puzzles; 1.3.6 Open-World Games; 1.3.7 Summary; 1.4 Conclusions; Acknowledgments; References

Chapter 2: Procedural Content Generation2.1 Introduction; 2.2



Problems and Solutions; 2.2.1 Memory Restrictions; 2.2.2 Demand for Increasing Detail; 2.2.3 Replayability and Longevity; 2.2.4 Novelty and Innovation; 2.2.5 Ownership and Authorship; 2.3 Online and Offline PCG; 2.3.1 Offline PCG; 2.3.2 Online PCG; 2.4 Key Content Production Areas; 2.4.1 Terrain Generation; 2.4.2 Architecture; 2.4.3 Narrative and Plot; 2.5 Conclusions; References; Chapter 3: Content Generation in a Collaborative Browser-Based Game Environment; 3.1 Introduction; 3.2 Web as a Gaming Platform

3.3 Real-Time Multiplayer Games in Browser3.4 Content Generation; 3.4.1 Content Generation at Development Time; 3.4.2 Content Generation at Run Time; 3.5 Example Game: Caves; 3.5.1 Game Architecture; 3.5.2 Characters; 3.5.3 Quests; 3.5.4 Monsters; 3.5.5 Lessons Learned from Proof-of-Concept Implementation; 3.6 Related Work; 3.7 Conclusions; References; Chapter 4: Automatic Narratives in MMORPGs; 4.1 Introduction; 4.2 Basics of Interactive Drama Management; 4.2.1 Plot Element Structures; 4.2.2 Story Aesthetic Metrics; 4.2.3 Player Modeling; 4.2.4 Quest as an Ideal Storytelling Unit

4.3 Generating Quest in MMORPGs4.3.1 Quest Structures; 4.3.2 Aesthetic Metrics for MMORPG Quests; 4.3.3 A Model for Quest Generators; 4.4 Believable Characters; 4.5 Creating Memorials; 4.5.1 Video; 4.5.2 Comics; 4.5.3 Automatic Memorial Comic/Video Generation Model; References; Chapter 5: Collision Detection with Navigation Meshes; 5.1 Introduction; 5.2 Related Work; 5.2.1 Spatial Data Structures; 5.2.2 Navigation Mesh Generation Techniques; 5.3 Methodology; 5.3.1 Insertion of Objects; 5.3.2 Removal of Objects; 5.3.3 Updating Object Positions; 5.3.4 Find Collidable Objects

5.4 Experimentation5.5 Conclusions; Acknowledgments; References; Chapter 6: Mass Population: Plausible and Practical Crowd Simulation; 6.1 Introduction; 6.2 How It All Started; 6.2.1 Path Planning; 6.2.2 Selection and Concatenation of Animation Clips; 6.2.3 Physical Simulation; 6.2.4 Interpolation and Concatenation of Example Motions; 6.3 Let the People Walk; 6.3.1 Positioning the Agents; 6.3.2 Snap-Together Motions; 6.3.3 Speed Up Your Rendering; 6.3.4 Giving Your Characters a Personality; 6.4 Plausible Crowds; 6.4.1 Illusions of Variety; 6.4.2 Uncovering and Hiding Artifacts

6.4.3 Developer Guidelines

Sommario/riassunto

"The first book to draw the various traditional and emerging facets of gaming together into a single volume, Handbook of Digital Games explores all the necessary facets to design modern digital game, including MPEG-4, MPEG-7, MPEG-21, Virtual Reality, autonomous Artificial Intelligence, social media function, and multi-generational aspect of modern computer games. Featuring over twenty-five international experts from both academia and game industry, this valuable handbook covers all the basics and current trends of computer games for the engineers in the game industry"--