1.

Record Nr.

UNISA990003529720203316

Autore

GABBI, Simone

Titolo

L'autorità europea per la sicurezza alimentare : genesi, aspetti problematici e prospettive di riforma / Simone Gabbi

Pubbl/distr/stampa

Milano : Giuffrè, 209

ISBN

88-14-13950-4

Descrizione fisica

IV, 375 p. ; 24 cm

Disciplina

344.404232

Soggetti

Autorità europea per la sicurezza alimentare

Collocazione

XXIII.4.E. 110

Lingua di pubblicazione

Italiano

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

In testa al frontespizio: Accademia dei giusprivatisti europei, Pavia = Académie des privatistes européens = Academy of European private lawyers = Akademie europäischer privatrechtswissenschaftler = Academia de iusprivatistas europeos.



2.

Record Nr.

UNINA9910462222503321

Autore

Tansman Alan <1960->

Titolo

The aesthetics of Japanese fascism [[electronic resource] /] / Alan Tansman

Pubbl/distr/stampa

Berkeley, : University of California Press, c2009

ISBN

0-520-94349-X

Descrizione fisica

1 online resource (369 p.)

Collana

A study of the Weatherhead East Asian Institute

Disciplina

895.6/09

Soggetti

Japanese literature - 20th century - History and criticism

Fascism in literature

Fascist aesthetics - Japan - History - 20th century

Fascism - Japan - History - 20th century

Electronic books.

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 and index.

Nota di contenuto

Front matter -- Contents -- Preface -- Abbreviations -- Introduction: The Aesthetics Of Japanese Fascism -- 1. Modernist Beginnings: Akutagawa Ryūmnosuke And Kobayashi Hideo -- 2. The Beauty Of Violence: Yasuda Yojūrō's "Japanese Bridges -- 3. Objects Of The Sublime In Literary Writing: Yasuda Yojūrō, Yanagi Sōetsu, Kawabata Yasunari, And Shiga Naoya -- 4. The Rhetoric Of Unspoken Fascism: The Essence Of The National Polity -- 5. Sentimental Fascism On Screen: Mother Under The Eyelids -- 6. An Aesthetics Of Devotion: Kobayashi Hideo's Cultural Criticism -- 7. Filaments Of Fascism In Postwar Times -- Coda: Reading Fascist Aesthetics -- Notes -- Index

Sommario/riassunto

In this wide-ranging study of Japanese cultural expression, Alan Tansman reveals how a particular, often seemingly innocent aesthetic sensibility-present in novels, essays, popular songs, film, and political writings-helped create an "aesthetic of fascism" in the years leading up to World War II. Evoking beautiful moments of violence, both real and imagined, these works did not lead to fascism in any instrumental sense. Yet, Tansman suggests, they expressed and inspired spiritual longings quenchable only through acts in the real world. Tansman traces this lineage of aesthetic fascism from its beginnings in the



1920's through its flowering in the 1930's to its afterlife in postwar Japan.

3.

Record Nr.

UNINA9910959371003321

Autore

Sherman William R., author

Titolo

VR developer gems / / William R. Sherman

Pubbl/distr/stampa

Boca Raton : , : CRC Press, , 2019

London : , : Bloomsbury Publishing (UK), , 2023

ISBN

9781315157764

1315157764

9781351654609

1351654608

9781351654616

1351654616

Edizione

[1st ed.]

Descrizione fisica

1 online resource (695 pages)

Disciplina

006.8

Soggetti

Computer games - Design

Computer games - Programming

Video games - Design

Games development and programming

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Cover -- Half Title -- Title Page -- Copyright Page -- Contents -- Preface -- Editor -- List of Contributors -- Section I: The Medium of VR -- 1 VR as a Medium -- 2 VR and Media of Attraction: Design Lessons from History -- Section II: VR with Game Engines -- 3 Getting Started with SteamVR and Unity -- 4 UniCAVE: A Distributed Rendering System for Unity3D -- 5 Using the Kinect for Head-Tracked Perspective and Pointing in Stationary VR Displays -- 6 The Vehicle Pattern for Simplifying Cross-Platform Virtual Reality Development -- 7 WebXR: Virtual Reality… in the Browser -- 8 Greyhouse: Building the Neighborhood Coffee Shop in Unreal Engine for VR -- 9 Bridging



Scientific Visualization and Unreal VR -- Section III: Interaction -- 10 Brownboxing: The Secret to Rapid VR Prototyping -- 11 Bi-Manual Interaction for Manipulation, Volume Selection, and Travel: Using the Leap Motion, Game Controllers and Mobile Devices -- 12 Effortless 3D Selection through Progressive Refinement -- 13 Travel in Virtual Reality -- 14 From Painting to Widgets, 6-DOF and Bimanual Input Beyond Pointing -- Section IV: Agents &amp -- Avatars -- 15 Making Virtual Reality Social: Getting Virtual Humans into Your Virtual Environment -- 16 Building a Social VR App -- 17 Avatar Embodiment, Behavior Replication, and Kinematics in Virtual Reality -- Section V: Third Person POV Cameras -- 18 Recording and Replaying Virtual Environments for Development and Diagnosis -- 19 Capturing Cinematic Shots of Virtual Reality Scenes in Unity -- 20 A Stereoscopic 3D View for Virtual Reality Spectators -- Section VI: Virtual Worlds -- 21 The Utility of Virtual Reality for Science and Engineering -- 22 Immersion and Visualizing Artistic Spaces in Virtual Reality -- 23 Embodied Montage: Constructing Meaning in Virtual Reality -- Section VII: Advanced Rendering for VR.

24 Omnidirectional Stereoscopic Projections for VR -- 25 Volume Lenses for VR -- Section VIII: Perception for Immersion -- 26 Check Your Work: Evaluating VE Effectiveness Using Presence -- 27 Misperception of Self-motion and Its Compensation in Virtual Reality -- 28 Exploring Large Environments with Redirected Walking -- Section IX: DIY VR Hardware -- 29 Building and Interfacing Input and Output Devices -- 30 A Tinkerer's Perspective on VR Displays -- 31 Environmental Feedback for VR Systems -- Section X: Building the Infrastructure of VR -- 32 Virtual Reality System Concepts Illustrated Using OSVR -- 33 Perspective Projection for VR -- 34 Fast and Easy Collision Detection for Rigid and Deformable Objects -- Index.

Sommario/riassunto

This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.