LEADER 04273nam 22006375 450 001 996582066103316 005 20240306015011.0 010 $a9783839469187 024 7 $a10.1515/9783839469187 035 $a(CKB)30574013800041 035 $a(DE-B1597)659824 035 $a(DE-B1597)9783839469187 035 $a(EXLCZ)9930574013800041 100 $a20240306h20242024 fg 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aGeographical Research in the Digital Humanities $eSpatial Concepts, Approaches and Methods /$fed. by Dominik Kremer, Finn Dammann 210 1$aBielefeld : $cBielefeld University Press, $d[2024] 210 4$dİ2024 215 $a1 online resource (198 p.) 225 0 $aDigital Humanities Research ,$x2749-1986 ;$v8 327 $tFrontmatter -- $tContents -- $tSpatial Concepts, Approaches and Methods for Digital Humanities - An Introduction to the Book -- $tSPATIAL CONCEPTS, APPROACHES AND PERSPECTIVES -- $tDigital Spatial Humanities - Some Methodological Remarks and Two Historical Examples -- $tThe Digital Humanities and Geography's Spatial Thought -- $tLanguage(s), Discourse(s), Space(s) - and their Transformations in the Digital Age -- $tPetrichor and Positionality: Occasion for a Situated Spatial Epidemiology in the Digital Humanities -- $tEVOLVING METHODS AND CRITICAL REFLECTIONS -- $tPlace and Space in Literature -- $tThe Knowledge Graph as a Data Sculpture: Visualising Arts and Humanities Data with Maps, Graphs, and Sets over Time -- $tPlacing Wellbeing: Distant Reading Approaches for Exploratory Placial Data Analysis -- $tOperationalising Territories in 16th-Century Europe: A Critical Reflection on Spatial Concepts -- $tAuthors 330 $aThe richness of social and cultural theory in the humanities offers countless opportunities for using theory-informed concepts in data-based analysis workflows. The contributors to this volume thus encourage further research utilizing out-of-the-box models and approaches to space and place in the field of Digital Humanities. The collection follows the two complementary goals of providing promising conceptualisations of space and place for a broad audience from Digital Humanities, and of presenting current work in Digital Humanities using different conceptualisations of space and place or offering innovative methods for their analysis. 606 $aSOCIAL SCIENCE / Sociology / General$2bisacsh 610 $aBielefeld University Press. 610 $aDigital Humanities. 610 $aDigital Methods. 610 $aMedia. 610 $aSocial Geography. 610 $aSpace. 610 $aSpatial Humanities. 615 7$aSOCIAL SCIENCE / Sociology / General. 702 $aDammann$b Finn, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aDammann$b Finn, $4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aFlüh$b Marie, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aGlasze$b Georg, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aGörz$b Günther, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aKremer$b Dominik, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aKremer$b Dominik, $4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aLiem$b Johannes, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aMayr$b Eva, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aMichel$b Boris, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aNantke$b Julia, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aRoller$b Ramona, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aSalisu$b Saminu, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aSchumacher$b Mareike, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aWalker$b Blake Byron, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 702 $aWindhager$b Florian, $4ctb$4https://id.loc.gov/vocabulary/relators/ctb 801 0$bDE-B1597 801 1$bDE-B1597 912 $a996582066103316 996 $aGeographical Research in the Digital Humanities$94128274 997 $aUNISA LEADER 06899nam 22006855 450 001 9910300651603321 005 20251214165956.0 010 $a9781430258018 010 $a1430258012 024 7 $a10.1007/978-1-4302-5801-8 035 $a(CKB)3710000000413980 035 $a(EBL)2093967 035 $a(SSID)ssj0001501307 035 $a(PQKBManifestationID)11855492 035 $a(PQKBTitleCode)TC0001501307 035 $a(PQKBWorkID)11524804 035 $a(PQKB)10506424 035 $a(DE-He213)978-1-4302-5801-8 035 $a(MiAaPQ)EBC2093967 035 $a(OCoLC)909027983 035 $a(OCoLC-P)909027983 035 $a(PPN)186024878 035 $a(CaSebORM)9781430258018 035 $a(MiAaPQ)EBC6230072 035 $a(EXLCZ)993710000000413980 100 $a20150513d2015 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aAdvanced Game Design with HTML5 and JavaScript /$fby Rex van der Spuy 205 $a1st ed. 2015. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2015. 215 $a1 online resource (540 p.) 225 0 $aThe Expert's Voice in Game Development 300 $aIncludes index. 311 08$a9781430258001 311 08$a1430258004 327 $aContents at a Glance; Introduction; Chapter 1: Level Up!; Some New JavaScript Tricks; Variables: let, const, and var; Functions; Getting Loopy with Arrays; Using forEach; Using a for of Loop; Looping through Objects; Looping through Only Some Array Elements; Finding Array Elements; Mapping an Old Array to a New Array; Filtering Elements from an Array; Reducing Array Elements to a Single Value; Making Variables from Arrays with Destructuring; Function Arguments; Initializing a Function with a Configuration Object; Getters and Setters; Preventing Changes to Properties with Object.defineProperty 327 $aCreating ObjectsMaking Objects from Other Objects; Composition; Understanding Closure; Configuring Objects; Mixing and Matching Objects; Classes; Inheritance; Modules; Module Basics; Importing a Property as a Different Name; Module Export and Import Options; Module Default Exports; Re-exporting Modules; Modules and Code Architecture; Working with External Data; Loading Data with JSON and XHR; How XHR Loads the JSON file; Saving Game Data with localStorage; More Options for Loading and Saving Game Data; Using Promises; Playing Games Full- Screen; Using the Fullscreen API 327 $aCreating a Full-Screen Toggle ButtonMinifying Your JS Source Code; Using iFrames to Distribute Your Games on the Web; Setting Focus to the iFrame; Summary; Chapter 2: The Canvas Drawing API; Setting Up the Canvas; Drawing Lines; Line Caps; Connecting Lines to Create Shapes; Drawing Complex Shapes; Line Joins; Drawing Squares and Rectangles; Gradients; Drawing Circles and Arcs; Drawing Curved Lines; Shadows; Rotation; Scale; Making Things Transparent; Using Blend Modes; Compositing Effects; Filling Shapes with Images; Drawing an Image; Masking an Image; Blitting an Image onto the Canvas; Text 327 $aSummaryChapter 3: Working with Game Assets; The assets Object; Building the assets Object; Initializing the Loading Process; Loading Images; Loading Fonts; Loading JSON Files; Using a Texture Atlas; Creating the Texture Atlas; Loading the Texture Atlas; Loading and Using the Texture Atlas in Your Game Code; Summary; Chapter 4: Making Sprites and a Scene Graph; What Are Sprites?; Making a Rectangle Sprite; The children Array; The rectangle Sprite; The render Function; Making Sprites; Building a Scene Graph; Creating Nestable Rectangle Sprites; The Stage and the Canvas; The New render Function 327 $aNesting SpritesLocal and Global Coordinates; Rotation; Scale; Alpha Transparency; Depth Layering; Sprites for Games; The DisplayObject Class; Coding the DisplayObject Class; A Full-featured Render Function; The Stage; The Rectangle Class; Masking; API Insurance; Pivoting Around the Rotation Axis; The Circle Class; The Line Class; The Text Class; The Group Class; The Sprite Class; Making Sprites from Single Images; Making Sprites from Texture Atlas Frames; Blitting a Subimage from a Tileset; Blitting Multiple Tileset Frames; Using Multiple Texture Atlas Frames; Using Multiple Image Files 327 $aMaking Your Own Sprites 330 $aHow do you make a video game? Advanced Game Design with HTML5 and JavaScript is a down to earth education in how to make video games from scratch, using the powerful HTML5 and JavaScript technologies. This book is a point-by-point round up of all the essential techniques that every game designer needs to know. You'll discover how to create and render game graphics, add interactivity, sound, and animation. You?ll learn how to build your own custom game engine with reusable components so that you can quickly develop games with maximum impact and minimum code. You?ll also learn the secrets of vector math and advanced collision detection techniques, all of which are covered in a friendly and non-technical manner. You'll find detailed working examples, with hundreds of illustrations and thousands of lines of source code that you can freely adapt for your own projects. All the math and programming techniques are elaborately explained and examples are open-ended to encourage you to think of original ways to use these techniques in your own games. You can use what you learn in this book to make games for desktops, mobile phones, tablets or the Web. Advanced Game Design with HTML5 and JavaScript is a great next step for experienced programmers or ambitious beginners who already have some JavaScript experience, and want to jump head first into the world of video game development. It?s also great follow-up book for readers of Foundation Game Design with HTML5 and JavaScript (by the same author) who want to add depth and precision to their skills. The game examples in this book use pure JavaScript, so you can code as close to the metal as possible without having to be dependent on any limiting frameworks or game engines. No libraries, no dependencies, no third-party plugins: just you, your computer, and the code. If you?re looking for a book to take your game design skills into the stratosphere and beyond, this is it! 606 $aVideo games$xDesign 606 $aHTML (Document markup language) 606 $aJavaScript (Computer program language) 615 0$aVideo games$xDesign. 615 0$aHTML (Document markup language) 615 0$aJavaScript (Computer program language) 676 $a004 700 $aVan der Spuy$b Rex$4aut$4http://id.loc.gov/vocabulary/relators/aut$00 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910300651603321 996 $aAdvanced Game Design with HTML5 and JavaScript$92000218 997 $aUNINA