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[et al.]$gcon la supervisione di Maria Grazia Maioli 210 $a[Ravenna]$cRavennAntica$d2003 215 $a58, [38] p.$cill.$d23 cm 300 $aTit. dalla cop. 410 0$12001 454 1$12001 461 1$1001-------$12001 606 0 $aRAVENNA$xPatrimonio storico e archeologico$2BNCF 676 $a945.47 702 1$aMAIOLI,$bMaria Grazia 702 $aBRANZI$bMaltoni 712 01$aItalia$bSoprintendenza per i beni archeologici dell'Emilia-Romagna 801 0$aIT$bsalbc$gISBD 912 $a990005914060203316 951 $aI T - DOM$bDISPAC 959 $aBK 969 $aDBC 979 $aESPOSITO$b90$c20131204$lUSA01$h1350 996 $aDomus dei Tappeti di Pietra$91073049 997 $aUNISA LEADER 00913nam0-22002771i-450 001 990001774800403321 005 20190529131419.0 035 $a000177480 035 $aFED01000177480 035 $a(Aleph)000177480FED01 035 $a000177480 100 $a20030910d1971----km-y0itay50------ba 101 0 $aeng 200 1 $aStudy of manufacturing feasibility of agricultural hand tools and implements in Western Samoa$fEttore Gasparetto 210 $aMilano$cIstituto di Meccanica Agraria dell'Università$d1971 215 $a43 p.$d24 cm 610 0 $aMacchine agricole 676 $a631.3 700 1$aGasparetto,$bEttore$073381 801 0$aIT$bUNINA$gRICA$2UNIMARC 901 $aLG 912 $a990001774800403321 952 $a60 OP. 98/9$b45830$fFAGBC 959 $aFAGBC 996 $aStudy of manufacturing feasibility of agricultural hand tools and implements in Western Samoa$9409095 997 $aUNINA LEADER 04648nam 22006735 450 001 9910299232403321 005 20200703133626.0 010 $a3-319-17632-3 024 7 $a10.1007/978-3-319-17632-1 035 $a(CKB)3710000000412243 035 $a(EBL)2095394 035 $a(SSID)ssj0001501035 035 $a(PQKBManifestationID)11918652 035 $a(PQKBTitleCode)TC0001501035 035 $a(PQKBWorkID)11521247 035 $a(PQKB)10018497 035 $a(DE-He213)978-3-319-17632-1 035 $a(MiAaPQ)EBC2095394 035 $a(PPN)186027346 035 $a(EXLCZ)993710000000412243 100 $a20150508d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 12$aA Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games /$fby Kim J.L. Nevelsteen 205 $a1st ed. 2015. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2015. 215 $a1 online resource (76 p.) 225 1 $aSpringerBriefs in Computer Science,$x2191-5768 300 $aDescription based upon print version of record. 311 $a3-319-17631-5 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $aPervasive Games with Persistent Worlds -- Survey of Pervasive Games and Technologies -- Case Study: Virtual World Engine Staging a Pervasive Game -- Possible Extensions. 330 $aThis book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ?product line? as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time. 410 0$aSpringerBriefs in Computer Science,$x2191-5768 606 $aUser interfaces (Computer systems) 606 $aOptical data processing 606 $aArtificial intelligence 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputer Imaging, Vision, Pattern Recognition and Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22005 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 615 0$aUser interfaces (Computer systems) 615 0$aOptical data processing. 615 0$aArtificial intelligence. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Imaging, Vision, Pattern Recognition and Graphics. 615 24$aArtificial Intelligence. 676 $a004 676 $a005.437 676 $a006.3 676 $a006.6 676 $a4019 700 $aNevelsteen$b Kim J.L$4aut$4http://id.loc.gov/vocabulary/relators/aut$01061025 906 $aBOOK 912 $a9910299232403321 996 $aA Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games$92517184 997 $aUNINA