05596nam 2200697 450 991045361340332120200520144314.01-84969-207-6(CKB)2550000001172367(EBL)1593875(SSID)ssj0001140112(PQKBManifestationID)11726050(PQKBTitleCode)TC0001140112(PQKBWorkID)11214667(PQKB)10140210(MiAaPQ)EBC1593875(CaSebORM)9781849692014(PPN)228050448(Au-PeEL)EBL1593875(CaPaEBR)ebr10822195(CaONFJC)MIL553675(OCoLC)866841693(EXLCZ)99255000000117236720140110d2013 uy| 0engur|n|---|||||txtccrUnity Android game development by example beginner's guide : learn how to create exciting games using Unity 3D for Android with the help of hands-on examples /Thomas Finnegan1st editionBirmingham :Packt Publishing,2013.1 online resource (320 p.)"Learn by doing : less theory, more results"--Cover.Includes index.1-84969-201-7 1-306-22424-1 Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Saying Hello to Unity and Android; Understanding what makes Unity great; Understanding what makes Android great; Understanding how Unity and Android work together; Differences between Pro and Basic; License comparison overview; Setting up the development environment; Time for action - installing the JDK; Time for action - installing the Android SDK; Time for action - installing Unity 3D; Optional code editor; Connecting to a deviceTime for action - simple device connectionTime for action - connecting trickier devices; Unity Remote; Building a simple application; Time for action - Hello World; Summary; Chapter 2: Looking Good - Graphical Interface; Creating a Tic-tac-toe game; Time for action - creating Tic-tac-toe; Finishing the game; Time for action - finish creating the game; GUI Skins and GUI Styles; A prettier form of Tic-tac-toe; Time for action - styling the game; Dynamic positioning; Time for action - the dynamic GUI; A better way to build to device; Time for action - build and run; SummaryChapter 3: The Backbone of Any Game - Meshes, Materials, and AnimationsSetting up; Time for action - the setup; Importing the meshes; Time for action - importing the tank; Tank import settings; Setting up the tank; Time for action - creating the tank; Time for action - keeping score; Time for action - controlling the chassis; Time for action - controlling the turret; Time for action - putting the pieces together; Creating the materials; Time for action - creating the city; Time for action - moving treads; Animations; The target's animations; Time for action - setting up target animationsState machinesTime for action - creating the target state machine; Time for action - scripting the target; Creating the prefab; Time for action - creating the target; Ray tracing to shoot; Time for action - simple shooting; Summary; Chapter 4: Setting the Stage - Camera Effects and Lighting; The camera effects; Skyboxes and distance fog; Time for action - adding a skybox and distance fog; Target indicator; Time for action - creating the pointer; Time for action - controlling the indicator; Time for action - working with a second camera; Turbo boost; Time for action - using the boost effectLightsTime for action - adding more lights; Lightmaps; Time for action - creating a lightmap; Cookies; Time for action - applying headlights; Blob shadow; Time for action - a tank with a shadow; Summary; Chapter 5: Getting Around - Pathfinding and AI; Understanding AI and pathfinding; The NavMesh; Time for action - creating the NavMesh; The NavMeshAgent component; Time for action - creating the enemy; The chase; Time for action - the player is over here; Time for action - chasing the player; Being attacked; Time for action - getting ready to fire; Attacking the enemyTime for action - giving it a weaknessUnity Android Game Development by Example Beginner's Guide consists of different game application examples. No prior experience with programming, Android, or Unity is required. You will learn everything from scratch and will have an organized flow of information specifically designed for complete beginners to Unity.Great for developers new to Unity, Android, or both, this book will walk you through everything you need to know about game development for the Android mobile platform. No experience with programming, Android, or Unity is required. Most of the assets used in each chapter project areComputer gamesProgrammingVideo gamesDesignThree-dimensional display systemsComputer adventure gamesElectronic books.Computer gamesProgramming.Video gamesDesign.Three-dimensional display systems.Computer adventure games.Finnegan Thomas876651MiAaPQMiAaPQMiAaPQBOOK9910453613403321Unity Android game development by example1957513UNINA02881oam 2200493I 450 991049322030332120211005194341.03-657-77350-910.30965/9783657773503(CKB)4920000000125164(OCoLC)733428807(nllekb)BRILL9783657773503(MiAaPQ)EBC6517520(Au-PeEL)EBL6517520(OCoLC)1243533757(EXLCZ)99492000000012516420191130d2011 uy 0engurun| uuuuatxtrdacontentcrdamediardacarrierGleichheit der Religionen im Grundgesetz a Symposium der Nordrhein-Westfälischen Akademie der Wissenschaften und der Künste. Symposium am 28. Mai 2010 in Düsseldorf /Martin Honecker ; Edited by Martin HoneckerPaderborn :Verlag Ferdinand Schöningh,2011.1 online resourceNordrhein-Westfälische Akademie der Wissenschaften und der Künste - Naturwissenschaften und Medizin ;83-506-77350-X Preliminary Material -- Vorwort -- Das deutsche Staatskirchenrecht in geschichtlicher und gegenwärtiger Perspektive -- Was bedeutet religiös-weltanschauliche Neutralität des Staates? /Christian Waldhoff -- Religiöse Freiheit für Muslime – Gefahr oder Hilfe für die Integration? /Christine Langenfeld -- Trennung, Neutralität oder Gleichheit? /Werner Heun -- Gleichheit der Religionen im Grundgesetz – Nachbemerkungen.Die Nordrhein-Westfälische Akademie der Wissenschaften und der Künste ist eine Vereinigung der führenden Forscherinnen und Forscher des Landes. Sie wurde 1970 als Nachfolgeeinrichtung der Arbeitsgemeinschaft für Forschung des Landes Nordrhein-Westfalen gegründet. Die Akademie ist in drei wissenschaftliche Klassen für Geisteswissenschaften, für Naturwissenschaften und Medizin sowie für Ingenieur- und Wirtschaftswissenschaften und in eine Klasse der Künste gegliedert. Mit Publikationen zu den wissenschaftlichen Vorträgen in den Klassensitzungen, zu öffentlichen Veranstaltungen und Symposien will die Akademie die Fach- und allgemeine Öffentlichkeit über die Arbeiten der Akademie und ihrer Forschungsstellen informieren.Nordrhein-Westfälische Akademie der Wissenschaften und der Künste - Naturwissenschaften und Medizin ;8.ReligionEqualityReligious aspectsElectronic books.Religion.EqualityReligious aspects.200.8Honecker Martin162103Honecker MartinNL-LeKBNL-LeKBBOOK9910493220303321Gleichheit der Religionen im Grundgesetz1905853UNINA05613nam 2200721 a 450 991078071660332120200520144314.01-282-75991-497866127599181-84816-391-6(CKB)2490000000001567(EBL)1681319(OCoLC)729020347(SSID)ssj0000410758(PQKBManifestationID)11913069(PQKBTitleCode)TC0000410758(PQKBWorkID)10351247(PQKB)11740028(MiAaPQ)EBC1681319(WSP)00000609 (Au-PeEL)EBL1681319(CaPaEBR)ebr10422283(CaONFJC)MIL275991(PPN)153601558(EXLCZ)99249000000000156720090930d2010 uy 0engurcuu|||uu|||txtccr4D electron microscopy[electronic resource] imaging in space and time /Ahmed H. Zewail, John M. ThomasLondon Imperial College Press ;Hackensack, NJ Distributed by World Scientific Pub.c20101 online resource (360 p.)Description based upon print version of record.1-84816-400-9 1-84816-390-8 Includes bibliographical references.Acknowledgements; Preface; Contents; 1. Historical Perspectives: From Camera Obscura to 4D Imaging; References; 2. Concepts of Coherence: Optics, Diffraction, and Imaging; 2.1 Coherence - A Simplified Prelude; 2.2 Optical Coherence and Decoherence; 2.3 Coherence in Diffraction; 2.3.1 Rayleigh criterion and resolution; 2.3.2 Diffraction from atoms and molecules; 2.4 Coherence and Diffraction in Crystallography; 2.5 Coherence in Imaging; 2.5.1 Basic concepts; 2.5.2 Coherence of the source, lateral and temporal; 2.5.3 Imaging in electron microscopy; 2.6 Instrumental Factors Limiting CoherenceReferences 3. From 2D to 3D Structural Imaging: Salient Concepts; 3.1 2D and 3D Imaging; 3.2 Electron Crystallography: Combining Diffraction and Imaging; 3.3 High-Resolution Scanning Transmission Electron Microscopy; 3.3.1 Use of STEM for electron tomography of inorganic materials; 3.4 Biological and Other Organic Materials; 3.4.1 Macromolecular architecture visualized by cryo-electron tomography; 3.5 Electron-Energy-Loss Spectroscopy and Imaging by Energy-Filtered TEM; 3.5.1 Combined EELS and ET in cellular biology; 3.6 Electron Holography; References4. Applications of 2D and 3D Imaging and Related Techniques 4.1 Introduction; 4.2 Real-Space Crystallography via HRTEM and HRSTEM; 4.2.1 Encapsulated nanocrystalline structures; 4.2.2 Nanocrystalline catalyst particles of platinum; 4.2.3 Microporous catalysts and molecular sieves; 4.2.4 Other zeolite structures; 4.2.5 Structures of complex catalytic oxides solved by HRSTEM; 4.2.6 The value of electron diffraction in solving 3D structures; 4.3 Electron Tomography; 4.4 Electron Holography; 4.5 Electron Crystallography; 4.5.1 Other complex inorganic structures; 4.5.2 Complex biological structures4.6 Electron-Energy-Loss Spectroscopy and Imaging 4.7 Atomic Resolution in an Environmental TEM; 4.7.1 Atomic-scale electron microscopy at ambient pressure by exploiting the technology of microelectromechanical systems; References; 5. 4D Electron Imaging in Space and Time: Principles; 5.1 Atomic-Scale Resolution in Time; 5.1.1 Matter particle-wave duality; 5.1.2 Analogy with light; 5.1.3 Classical atoms: Wave packets; 5.1.4 Paradigm case study: Two atoms; 5.2 From Stop-Motion Photography to Ultrafast Imaging; 5.2.1 High-speed shutters; 5.2.2 Stroboscopy; 5.2.3 Ultrafast techniques5.2.4 Ultrafast lasers 5.3 Single-Electron Imaging; 5.3.1 Coherence of ultrafast packets; 5.3.2 The double-slit experiment revisited; 5.3.3 Ultrafast versus fast imaging; 5.3.4 The velocity mismatch and attosecond regime; 5.4 4D Microscopy: Brightness, Coherence and Degeneracy; 5.4.1 Coherence volume and degeneracy; 5.4.2 Brightness and degeneracy; 5.4.3 Coherence and Contrast; 5.4.4 Contrast, dose, and resolution; Further Reading; References; 6. 4D Ultrafast Electron Imaging: Developments and Applications; 6.1 Developments at Caltech - A Brief History; 6.2 Instruments and Techniques6.3 Structure, Morphology, and MechanicsThe modern electron microscope, as a result of recent revolutionary developments and many evolutionary ones, now yields a wealth of quantitative knowledge pertaining to structure, dynamics, and function barely matched by any other single scientific instrument. It is also poised to contribute much new spatially-resolved and time-resolved insights of central importance in the exploration of most aspects of condensed matter, ranging from the physical to the biological sciences. Whereas in all conventional EM methods, imaging, diffraction, and chemical analyses have been conducted in a static -Electron microscopyHyperspaceSpace and timeThree-dimensional imagingElectron microscopy.Hyperspace.Space and time.Three-dimensional imaging.570.28/25Zewail Ahmed H501917Thomas J. M(John Meurig)903464MiAaPQMiAaPQMiAaPQBOOK99107807166033214D electron microscopy3866688UNINA05099nam 22010215 450 99630883900331620230124195206.03-8394-3355-X10.14361/9783839433553(CKB)3850000000000589(DE-B1597)466382(OCoLC)979596922(DE-B1597)9783839433553(MiAaPQ)EBC5855180(Au-PeEL)EBL5855180(oapen)https://directory.doabooks.org/handle/20.500.12854/27273(ScCtBLL)fe43b3bc-a452-45f0-a5a9-395585b062d8(EXLCZ)99385000000000058920190615d2017 fg engur||#||||||||txtrdacontentcrdamediacrrdacarrierPerforming the Digital Performativity and Performance Studies in Digital Cultures /Timon Beyes, Imanuel Schipper, Martina LeekerBielefeld, Germanytranscript Verlag2017Bielefeld :transcript-Verlag,[2017]©20161 online resourceDigitale Gesellschaft ;11Frontmatter --Contents --Introducing --Performativity, performance studies and digital cultures /Leeker, Martina / Schipper, Imanuel / Beyes, Timon --Historicizing --Performing (the) digital /Leeker, Martina --Annotating --Making digital choreographic objects interrelate /Lahunta, Scott de / Jenett, Florian --Affecting --Speculation about 1:0 /Angerer, Marie-Luise --Trading --The noisy motions of instruments /Lange, Ann-Christina --Encrypting --Performing encryption /Kozel, Susan --Protesting --Mobile phone signals and protest crowds /Leistert, Oliver --Mapping --Mapping invisibility /Merx, Sigrid --Tagging --The big urban game, re-play and full city tags /Jahrmann, Margarete --Co-producing --From flâneur to co-producer /Schipper, Imanuel --Instituting --Performing institutions /Mohren, Melanie / Herbordt, Bernhard --Organizing --'The machine could swallow everything' /Beyes, Timon --Crashing --Performing the economy, digital media and crisis /Schröter, Jens --Democratizing --Performance and democratizing digitality /McKenzie, Jon --Notes on contributorsHow is performativity shaped by digital technologies - and how do performative practices reflect and alter techno-social formations? "Performing the Digital" explores, maps and theorizes the conditions and effects of performativity in digital cultures. Bringing together scholars from performance studies, media theory, sociology and organization studies as well as practitioners of performance, the contributions engage with the implications of digital media and its networked infrastructures for modulations of affect and the body, for performing cities, protest, organization and markets, and for the performativity of critique.With contributions by Marie-Luise Angerer, Timon Beyes, Scott deLahunta and Florian Jenett, Margarete Jahrmann, Susan Kozel, Ann-Christina Lange, Oliver Leistert, Martina Leeker, Jon McKenzie, Sigrid Merx, Melanie Mohren and Bernhard Herbordt, Imanuel Schipper and Jens Schröter.Digitale Gesellschaft ;1Computer networksCongressesDigital communicationsCongressesDigital electronicsCongressesDigital mediaSocial aspectsCongressesInformation technologyCongressesPerformance technologyCongressesBodyCultural TheoryCultureDigital MediaMedia StudiesMedia TheoryMediaPerforming ArtsTechnologySOCIAL SCIENCE / Media StudiesbisacshMedia and CommunicationsPerformance StudiesCultureDigital MediaPerforming ArtsMedia TheoryMediaBodyTechnologyCultural TheoryMedia StudiesPerformativityComputer networksDigital communicationsDigital electronicsDigital mediaSocial aspectsInformation technologyPerformance technologyBody.Cultural Theory.Culture.Digital Media.Media Studies.Media Theory.Media.Performing Arts.Technology.SOCIAL SCIENCE / Media Studies.621.382Beyes Timonedt1348924Beyes TimonLeeker MartinaSchipper ImanuelDE-B1597DE-B1597BOOK996308839003316Performing the Digital3877407UNISA