03424nam 2200733Ia 450 991110571940332120251116203725.01-315-59357-21-317-10162-61-317-10161-81-281-33209-797866113320990-7546-8135-1978131559357910.4324/9781315593579 (CKB)1000000000412016(EBL)438410(OCoLC)560651388(SSID)ssj0000196911(PQKBManifestationID)11188830(PQKBTitleCode)TC0000196911(PQKBWorkID)10154088(PQKB)10713669(Au-PeEL)EBL438410(CaPaEBR)ebr10224500(CaONFJC)MIL922665(MiAaPQ)EBC438410(FINmELB)ELB161062(OCoLC)953046900(FlBoTFG)9781315593579(EXLCZ)99100000000041201620071214d2008 uy 0engur|n|---|||||txtccrManaging group risk attitude /Ruth Murray-Webster and David Hillson1st ed.Aldershot, England ;Burlington, VT Gowerc20081 online resource (191 p.)Description based upon print version of record.1-03-283795-0 0-566-08787-1 Includes bibliographical references (p. [157]-163) and index.Cover; Contents; List of Figures; List of Tables; Acknowledgements; Foreword; Preface; Part I: Understanding and Managing Risk Attitude: The State of Current Knowledge; Chapter 1 Understanding risk attitude; Chapter 2 What is a good decision?; Chapter 3 Managing risk attitude; Part II: Group Risk Attitude in Action: From Theory to Practice; Chapter 4 Drivers of group risk attitude; Chapter 5 Exploring influences on group risk attitude; Chapter 6 Implications for managing group risk attitude; Part III: Effective Group Decision-Making Through Managed Risk AttitudeChapter 7 Practical steps for managing group risk attitudeChapter 8 The journey continues: Charting the way ahead; Appendix A: Applying the Four A's: Case study debrief; Appendix B: Managing group risk attitude research questionnaire; Appendix C: Phase 1 research decision data; Appendix D: The web-based survey; Appendix E: Emotional intelligence/literacy diagnostic tools; References; Index; A; B; C; D; E; F; G; H; I; L; M; N; O; P; R; S; T; U; VDavid Hillson and Ruth Murray-Webster bring together leading-edge thinking on risk attitudes and emotional literacy to create a unique resource for those wishing to move beyond mere implementation of a risk process and towards a people-centred approach for risk management.Provides clear and usable guidance for readers on how to manage risk attitude in their working groups.Risk managementManagementRisk management.Management.658.15658.15/5658.155Murray-Webster Ruth1921111Hillson David1955-889592MiAaPQMiAaPQMiAaPQBOOK9911105719403321Managing group risk attitude4667160UNINA03604nam 22006495 450 991109372020332120251117065649.09786613277831978128327783912832778329780520948723052094872610.1525/9780520948723(CKB)2670000000083712(EBL)692425(OCoLC)726734846(SSID)ssj0000522514(PQKBManifestationID)11381424(PQKBTitleCode)TC0000522514(PQKBWorkID)10527835(PQKB)11158542(DE-B1597)520668(OCoLC)727949870(DE-B1597)9780520948723(MiAaPQ)EBC692425(Perlego)551798(EXLCZ)99267000000008371220200424h20112011 fg 0engurnn#---|u||utxtccrThe Failure of Environmental Education (And How We Can Fix It) /Charles Saylan, Daniel Blumstein1st ed.Berkeley, CA :University of California Press,[2011]©20111 online resource (255 p.)Description based upon print version of record.9780520265387 0520265386 Front matter --Contents --Preface --1. The Problem(s) --2. Foundations --3. What Went Wrong --4. Accountability and Institutional Mind-Set --5. The Needs of Environmentally Active Citizens --6. Between Awareness and Action --7. A Political Primer --8. Consumption, Conservation, and Change --9. An Evolving Metric --10. And How We Can Fix It --Appendix: Greening Schools for Alternative Education --Notes --Selected Bibliography --Acknowledgments --IndexAt a time when wild places everywhere are vanishing before our eyes, Charles Saylan and Daniel T. Blumstein offer this passionate indictment of environmental education-along with a new vision for the future. Writing for general readers and educators alike, Saylan and Blumstein boldly argue that education today has failed to reach its potential in fighting climate change, biodiversity loss, and environmental degradation. In this forward-looking book, they assess the current political climate, including the No Child Left Behind Act, a disaster for environmental education, and discuss how education can stimulate action-including decreasing consumption and demand, developing sustainable food and energy sources, and addressing poverty. Their multidisciplinary perspective encompasses such approaches as school gardens, using school buildings as teaching tools, and the greening of schoolyards. Arguing for a paradigm shift in the way we view education as a whole, The Failure of Environmental Education demonstrates how our education system can create new levels of awareness and work toward a sustainable future.Environmental educationEnvironmental educationPublic opinionEnvironmental education.Environmental educationPublic opinion.333.7071AR 14600rvkSaylan Charlesauthttp://id.loc.gov/vocabulary/relators/aut1999463Blumstein Danielauthttp://id.loc.gov/vocabulary/relators/autDE-B1597DE-B1597BOOK9911093720203321The Failure of Environmental Education (And How We Can Fix It)4781680UNINA04636nam 2200697 a 450 991114200570332120251214163456.097866136624089781280685460128068546897811182269021118226909(CKB)2670000000206235(EBL)836578(OCoLC)795119910(SSID)ssj0000689373(PQKBManifestationID)11406121(PQKBTitleCode)TC0000689373(PQKBWorkID)10619362(PQKB)11759586(Au-PeEL)EBL836578(CaPaEBR)ebr10580256(CaONFJC)MIL366240(CaSebORM)9781118237717(MiAaPQ)EBC836578(OCoLC)814405719(OCoLC)ocn814405719 (ODN)ODN0000965740(Perlego)1002521(FI-CZ)9781118237717(UkBuK)968574(EXLCZ)99267000000020623520120418d2012 uy 0engur|n|---|||||txtccrGame character creation with Blender and Unity /Chris Totten1st ed.Wiley20121 online resource (322 p.)Includes index.1-118-17272-8 1-118-23771-4 Game Character Creation with Blender and Unity; Acknowledgments; About the Author; Contents; Introduction; Chapter 1: Basic Game Art Concepts; Game Design Workflows; Creating Game Assets; Understanding and Optimizing 3D Game Art; Working with Game Engines; Scripting Happens; Chapter 2: Blender Basics for Game Characters; Working with Blender's Unique Features; Working with Editor Arrangement and Types; Navigating and Viewing 3D Space; Creating and Manipulating Objects; Using the Properties Editor; Know Your Hotkeys; Making a Simple Block Character; Useful TechniquesChapter 3: Modeling the CharacterWorking with Model Sheets; Shaping the Torso for Low Polygon Count; Extruding the Legs and Feet; Making the Arms and Hands; Separating Body Components to Create Clothing; Creating the Head with Poly-by-Poly Modeling; Carving Out Zombie Damage; Chapter 4: Prepping for Zombie Details with UV Unwrapping; The Uses of UV Layouts; Drawing Seams; Using Blender's UV/Image Editor; Laying Out a UV Sheet; Using Blender's Live Unwrap Functions; Chapter 5: Sculpting for Normal Maps; The Purpose of Sculpting; Introducing the Multires ModifierUsing Blender's Sculpting InterfaceSculpting the Zombie in Blender; Baking Normal Maps; Chapter 6: Digital Painting Color Maps; Understanding Digital Painting; Preparing for Color Map Painting; Digital Painting Best Practices; Applying Your Color Map to the Zombie; Chapter 7: Rigging for Realistic Movement; Understanding Rigging; Creating a Simple Armature; Finishing the Armature with Constraints; Linking the Armature and Zombie; Chapter 8: Animating the Zombie; Understanding and Planning Game Animation; Using Blender's Animation System; Creating an Idle Animation; Creating a Walk AnimationCreating a Chase AnimationCreating a Run Animation; Organizing Your Animations; Chapter 9: Unity Engine Basics; Understanding Unity's Logic and Interface; Building a Whiteblock Level with Unity Primitives; Creating and Editing Materials in Unity; Organizing Assets with Unity Empties; Chapter 10: Implementing Your Zombie in a Unity Game; Importing Models into Unity; Unity Scripting-A Crash Course; Adding Interactivity to the Zombie; Turning the First Person Controller into an FPS Hero; Adding Other Gameplay Elements; Wrapping Up; IndexA complete guide to creating usable, realistic game characters with two powerful tools Creating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. It presents a step-by-step approach to modeling, texturing, and animating a character using the popular Blender software, with emphasis on low polygon modeling and an eye for using sculpting and textures, and demonstrates how to bring the character into the Unity game engine. GameVideo game charactersVideo game characters.006.693COM000000bisacshTotten Christopher WMiAaPQMiAaPQMiAaPQBOOK9911142005703321UNINA