05366nam 2200685Ia 450 991045632770332120200520144314.01-136-13878-11-282-30927-797866123092740-08-092804-8(CKB)2550000000005322(EBL)472858(OCoLC)500575217(SSID)ssj0000332298(PQKBManifestationID)11297049(PQKBTitleCode)TC0000332298(PQKBWorkID)10332931(PQKB)11417920(MiAaPQ)EBC472858(CaSebORM)9780240810706(Au-PeEL)EBL472858(CaPaEBR)ebr10335173(CaONFJC)MIL230927(EXLCZ)99255000000000532220020926d2009 uy 0engur|n|---|||||txtccrProducing games[electronic resource] from business budgets to creativity and design /D.S. Cohen, Sergio A. Bustamante II1st editionBurlington, MA ;Oxford Focal Press20091 online resource (305 p.)Includes index.1-138-42751-9 0-240-81070-8 Front Cover; Producing Games; Copyright Page; Table of Contents; About the Authors; Acknowledgements; Intro: So You Want to be a Video Game Producer; Section One: What is a Video Game Producer?; Chapter 1 Producer Primer; What a Producer Manages; Why Become a Game Producer; How to Become a Producer; Publishers and Developers; Internal and External Producer Roles; Chapter 2 Producing at a Developer; The Schedule; Dev Budget; Pitching Ideas and Representing the Team; Manage Milestone Submissions; Working With Your Publishing Counterpart; Chapter 3 Producing at a Publisher; Managing SchedulesManaging the BudgetsReviewing Milestones; Managing Approvals; Managing Testing; Support: Sales, Marketing, and PR; Working with Stakeholders; Supervising Audio Production; Voice-Over; Contractors; Prep for First Party Submissions; Chapter 4 Producer Roles; Executive Producer; Senior Producer; Producer; Associate Producer; Production Coordinator/Assistant Producer; Other Producer Roles; Localization Producer; Cinematics Producer; Licensor Producer; Chapter 5 Size and Scope: Large vs. Small, Licensed vs. Original; Team Sizes; Larger vs. Smaller; Big Budgets; Small BudgetsLong vs. Short SchedulesLicensed vs. Original IPs; Sequels and Expansion Packs and Downloadable Content; Chapter 6 Producing Skills; Managing a Game; The Key Skills of a Producer (Hard Skills); Soft Skills (Or, What You Should Know, but Can Learn on the Curve); Chapter 7 Tools of the Trade; Software Solutions and Recommendations; 3-D Graphics and Modeling Packages; Section Two: The Process in a Nutshell; Chapter 8 The History of Game Development; Case Study: The History of Game Development Through the Evolution of Sierra; Chapter 9 Game Project Lifecycle Overview; Concept PhasePre-Production PhaseProduction Phase; The Crunch: From Pre-Alpha to Release Candidate; Chapter 10 The Development Team; Technical Director; Programmers and Engineers; Creative Director; Designers; Art Director; Artists; Animators; Audio Director and Engineer; Writers; QA/Compliance; Chapter 11 The Publishing Team; The Producer; Operations, a.k.a. Ops; Tech Director; Art Director; QA Team; Creative Director; Chapter 12 Publishers Selecting Developers; Projects That Start With the Publisher (The Dog Wagging the Tail); Finding the DeveloperProjects That Start With the Publisher (The Tail Wagging the Dog)Section Three: Scheduling and Structure; Chapter 13 Scheduling and Structure; The Producer's Role in Scheduling; Why Schedule? Heavy Scheduling vs. No Scheduling; Who Owns the Schedules?; Man-Month Schedule; Milestones: How They Affect Everything; Scrum, Waterfall, Agile, and Cowboy Coding; Elements of a Schedule; Troubleshooting; Other Teams' Needs and Schedules; Hardware; DLC, Expansion Packs, and Sequels; Marketing, PR, and Sales Needs; Screenshots and PR/Marketing Materials; Holidays and VacationChapter 14 Development Plan Management (Scheduling to Production)Computer games are big business - tens of billions of dollars are spent annually by the worldwide video games market. The cost of producing video games has ballooned to beyond 20 million dollars in many cases, and team sizes are quickly growing past 100 team members. At the center of this storm is the producer - one person who transforms the money, the hours spent by the team, and the latest technology into a work of art that millions of people will call fun. This book will dig deeply into the role of the producer and expose secrets of game production that stand the test of time: how to buildVideo gamesDesignElectronic gamesElectronic books.Video gamesDesign.Electronic games.794.81Cohen D. S980606Bustamante Sergio A980607MiAaPQMiAaPQMiAaPQBOOK9910456327703321Producing games2237433UNINA03309nam 2200625 450 991079077450332120200520144314.090-04-24592-8(CKB)2550000001156963(EBL)1524077(OCoLC)862077487(SSID)ssj0001041804(PQKBManifestationID)11580822(PQKBTitleCode)TC0001041804(PQKBWorkID)11043977(PQKB)11621062(MiAaPQ)EBC1524077(Au-PeEL)EBL1524077(CaPaEBR)ebr10792543(CaONFJC)MIL540006(PPN)178885215(EXLCZ)99255000000115696320130823d2013 uy 0engurcnu||||||||txtccrYouth movements, trauma and alternative space in contemporary Japan /by Carl CassegardLeiden :Brill,2013.1 online resource (303 p.)Description based upon print version of record.90-04-24591-X 1-306-08755-4 Includes bibliographical references and index.Youth Movements, Trauma and Alternative Space in Contemporary Japan; Copyright; Contents; List of Illustrations; Preface; Introduction; 1. Trauma, Empowerment and Alternative Space; Collective Trauma; Empowerment and the Role of Alternative Space in Social Movements; 2. Japan's Lost Decade and Two Recoveries; The End of The Bubble and the Arrival of Precarity; The Sense of Closure and the Legacy of Earlier Protest; Lost Decade, Regained Activism?; 3. The New Cultural Movements; The Storm of Autumn; The League of Good-for-Nothings; Anti-war Protests and the Prehistory of Sound-Demos4. The Rise of Movements Against Precarity 5. Space, Art and Homelessness; Art Beyond the Pleasure Principle: The Shinjuku Cardboard Village; Anti-Poverty and Viva Poverty; 6. Alternative Space, Withdrawal and Empowerment; Support Groups for Social Withdrawers and NEET; Freeter Unions: Narratives of Recovery; 7. Campus Protest; 8. The Recovery of Activism; Three Innovations of Freeter Activism; The Importance of Space: Contestation and Bracketing; Fukushima and Beyond; Appendix 1. Chronological Table of Key Events and Major Organisations; Appendix 2.Interviews; Bibliography; IndexIn Youth Movements, Trauma and Alternative Space in Contemporary Japan, the author provides a detailed study and assessment of social movements among Japanese freeters, from the pioneering groups in the late 1980's to the open protests witnessed today.Social movementsJapanHistoryYouth movementsJapanHistoryYouthJapanSocial conditionsJapanCivilization1945-JapanSocial conditions1945-Social movementsHistory.Youth movementsHistory.YouthSocial conditions.303.60952Cassegård Carl1089992MiAaPQMiAaPQMiAaPQBOOK9910790774503321Youth movements, trauma and alternative space in contemporary Japan3846474UNINA05574nam 2200733 450 991082436180332120200520144314.01-118-76113-81-118-76262-21-118-76264-9(CKB)3710000000096424(EBL)1658812(SSID)ssj0001132515(PQKBManifestationID)11639718(PQKBTitleCode)TC0001132515(PQKBWorkID)11147959(PQKB)10106181(OCoLC)869552650(MiAaPQ)EBC1658812(DLC) 2014004021(Au-PeEL)EBL1658812(CaPaEBR)ebr10855738(CaONFJC)MIL586311(OCoLC)875098506(PPN)192779362(EXLCZ)99371000000009642420140413h20142014 uy 0engur|n|---|||||txtccrLower previsions /Matthias C.M. Troffaes, Gert de CoomanChichester, England :Wiley,2014.©20141 online resource (449 p.)Wiley Series in Probability and StatisticsDescription based upon print version of record.0-470-72377-7 Includes bibliographical references and index.Cover; Title Page; Copyright; Contents; Preface; Acknowledgements; Chapter 1 Preliminary notions and definitions; 1.1 Sets of numbers; 1.2 Gambles; 1.3 Subsets and their indicators; 1.4 Collections of events; 1.5 Directed sets and Moore-Smith limits; 1.6 Uniform convergence of bounded gambles; 1.7 Set functions, charges and measures; 1.8 Measurability and simple gambles; 1.9 Real functionals; 1.10 A useful lemma; Part I Lower Previsions On Bounded Gambles; Chapter 2 Introduction; Chapter 3 Sets of acceptable bounded gambles; 3.1 Random variables; 3.2 Belief and behaviour; 3.3 Bounded gambles3.4 Sets of acceptable bounded gambles3.4.1 Rationality criteria; 3.4.2 Inference; Chapter 4 Lower previsions; 4.1 Lower and upper previsions; 4.1.1 From sets of acceptable bounded gambles to lower previsions; 4.1.2 Lower and upper previsions directly; 4.2 Consistency for lower previsions; 4.2.1 Definition and justification; 4.2.2 A more direct justification for the avoiding sure loss condition; 4.2.3 Avoiding sure loss and avoiding partial loss; 4.2.4 Illustrating the avoiding sure loss condition; 4.2.5 Consequences of avoiding sure loss; 4.3 Coherence for lower previsions4.3.1 Definition and justification4.3.2 A more direct justification for the coherence condition; 4.3.3 Illustrating the coherence condition; 4.3.4 Linear previsions; 4.4 Properties of coherent lower previsions; 4.4.1 Interesting consequences of coherence; 4.4.2 Coherence and conjugacy; 4.4.3 Easier ways to prove coherence; 4.4.4 Coherence and monotone convergence; 4.4.5 Coherence and a seminorm; 4.5 The natural extension of a lower prevision; 4.5.1 Natural extension as least-committal extension; 4.5.2 Natural extension and equivalence; 4.5.3 Natural extension to a specific domain4.5.4 Transitivity of natural extension4.5.5 Natural extension and avoiding sure loss; 4.5.6 Simpler ways of calculating the natural extension; 4.6 Alternative characterisations for avoiding sure loss, coherence, and natural extension; 4.7 Topological considerations; Chapter 5 Special coherent lower previsions; 5.1 Linear previsions on finite spaces; 5.2 Coherent lower previsions on finite spaces; 5.3 Limits as linear previsions; 5.4 Vacuous lower previsions; 5.5 {0,1}-valued lower probabilities; 5.5.1 Coherence and natural extension; 5.5.2 The link with classical propositional logic5.5.3 The link with limits inferior5.5.4 Monotone convergence; 5.5.5 Lower oscillations and neighbourhood filters; 5.5.6 Extending a lower prevision defined on all continuous bounded gambles; Chapter 6 n-Monotone lower previsions; 6.1 n-Monotonicity; 6.2 n-Monotonicity and coherence; 6.2.1 A few observations; 6.2.2 Results for lower probabilities; 6.3 Representation results; Chapter 7 Special n-monotone coherent lower previsions; 7.1 Lower and upper mass functions; 7.2 Minimum preserving lower previsions; 7.2.1 Definition and properties; 7.2.2 Vacuous lower previsions; 7.3 Belief functions7.4 Lower previsions associated with proper filters This book has two main purposes. On the one hand, it provides aconcise and systematic development of the theory of lower previsions,based on the concept of acceptability, in spirit of the work ofWilliams and Walley. On the other hand, it also extends this theory todeal with unbounded quantities, which abound in practicalapplications. Following Williams, we start out with sets of acceptable gambles. Fromthose, we derive rationality criteria---avoiding sure loss andcoherence---and inference methods---natural extension---for(unconditional) Wiley series in probability and statistics.ProbabilitiesStatistical decisionGames of chance (Mathematics)Probabilities.Statistical decision.Games of chance (Mathematics)519.2Troffaes Matthias C. M.1977-1659546Cooman Gert deMiAaPQMiAaPQMiAaPQBOOK9910824361803321Lower previsions4014258UNINA