LEADER 05637oam 2200805Ia 450 001 9910959958703321 005 20240416215153.0 010 $a9786613594556 010 $a9780262300537 010 $a0262300532 010 $a9781280499326 010 $a128049932X 010 $a9780262301312 010 $a0262301318 024 8 $a9786613594556 035 $a(CKB)2670000000151569 035 $a(EBL)3339398 035 $a(SSID)ssj0000650389 035 $a(PQKBManifestationID)11401989 035 $a(PQKBTitleCode)TC0000650389 035 $a(PQKBWorkID)10614850 035 $a(PQKB)11016330 035 $a(CaBNVSL)mat06267541 035 $a(IDAMS)0b000064818b4591 035 $a(IEEE)6267541 035 $a(OCoLC)778564485$z(OCoLC)785783164$z(OCoLC)794619358$z(OCoLC)961627216$z(OCoLC)962645714$z(OCoLC)966194645$z(OCoLC)988411108$z(OCoLC)988499605$z(OCoLC)991975742$z(OCoLC)1037913650$z(OCoLC)1038697328$z(OCoLC)1048193575$z(OCoLC)1050970255$z(OCoLC)1055342694$z(OCoLC)1061002725$z(OCoLC)1066606207$z(OCoLC)1081248028$z(OCoLC)1083559816 035 $a(OCoLC-P)778564485 035 $a(MaCbMITP)8712 035 $a(Au-PeEL)EBL3339398 035 $a(CaPaEBR)ebr10534385 035 $a(CaONFJC)MIL359455 035 $a(OCoLC)778564485 035 $a(PPN)170239144 035 $a(FR-PaCSA)88806246 035 $a(MiAaPQ)EBC3339398 035 $a(FRCYB88806246)88806246 035 $a(EXLCZ)992670000000151569 100 $a20120228d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aCodename revolution $ethe Nintendo WII platform /$fSteven E. Jones and George K. Thiruvathukal 205 $a1st ed. 210 $aCambridge, Mass. $cMIT Press$d©2012 215 $a1 online resource (215 p.) 225 1 $aPlatform studies 300 $aDescription based upon print version of record. 311 08$a9780262016803 311 08$a026201680X 320 $aIncludes bibliographical references and index. 327 $aContents; Series Foreword; Acknowledgments; Chapter 1. Introduction: Starting with Revolution: The Wii as a Platform; Our Approach; Cross-Platform Mario; The Book's Plan; Chapter 2. "Power Isn't Everything": The Wii Console; Form Factor and Technical Architecture; Power (Constraints); Red Steel 2; Power (Efficiencies); Chapter 3. Core Controller: The Wii Remote; Form Factor and Technology; The MotionPlus Attachment; Wii Sports Resort; WarioWare: Smooth Moves; The Wii Remote as Magic Crayon; The Wii Remote as Mouse; Chapter 4. Active at the Periphery: The Wii Balance Board 327 $aForm Factor and TechnologyWii Balance Board as a Game Controller; Wii Vitality Sensor: Capturing the Player's Internal State; Wii Fit Plus ("Measuring"); Player Space ("Adequate Space Required"); The Magic Circle and Miniature Garden; The Living Room as Player Space (Wii no Ma); Chapter 5. Channeling the System: Access, Distribution, and Transmission; The Television Metaphor (a Menu of Channels); Channeling the System; Distribution: The Virtual Console; Distribution: WiiWare; World of Goo (via WiiWare); WarioWare D.I.Y. (for DS and WiiWare); Internet Channel 327 $aHomebrew Channel: The Platform's EdgeChapter 6. "Wii Is for Everyone": A Social Platform; Degrees of Openness; Some Wii Mods and Hacks; Wii Social Games; The Wii as a Social Platform; Chapter 7. After the Revolution; Turning the Blue Ocean Red; A Software Phase; Emerging and Converging Technologies; The Absence of an Object?; Notes; Bibliography; Index 330 $aThe Nintendo Wii, introduced in 2006, helped usher in a moment of retro-reinvention in video game play. This hugely popular console system, codenamed Revolution during development, signaled a turn away from fully immersive, time-consuming MMORPGs or forty-hour FPS games and back toward family fun in the living room. Players using the wireless motion-sensitive controller (the Wii Remote, or "Wiimote") play with their whole bodies, waving, swinging, swaying. The mimetic interface shifts attention from what's on the screen to what's happening in physical space. This book describes the Wii's impact in technological, social, and cultural terms, examining the Wii as a system of interrelated hardware and software that was consciously designed to promote social play in physical space. Each chapter of Codename Revolution focuses on a major component of the Wii as a platform: the console itself, designed to be low-powered and nimble; the iconic Wii Remote; Wii Fit Plus, and its controller, the Wii Balance Board; the Wii Channels interface and Nintendo's distribution system; and the Wii as a social platform that not only affords multiplayer options but also encourages social interaction in shared physical space. Finally, the authors connect the Wii's revolution in mimetic interface gaming--which eventually led to the release of Sony's Move and Microsoft's Kinect--to some of the economic and technological conditions that influence the possibility of making something new in this arena of computing and culture. 410 0$aPlatform studies. 606 $aVideo games$xSocial aspects 606 $aNintendo Wii video games 615 0$aVideo games$xSocial aspects. 615 0$aNintendo Wii video games. 676 $a794.8 700 $aJones$b Steven E$g(Steven Edward)$0143692 701 $aThiruvathukal$b George K$g(George Kuriakose)$01795799 801 0$bOCoLC-P 801 1$bOCoLC-P 906 $aBOOK 912 $a9910959958703321 996 $aCodename revolution$94337249 997 $aUNINA LEADER 05695nam 2201273z- 450 001 9910566486903321 005 20220506 035 $a(CKB)5680000000037510 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/81089 035 $a(oapen)doab81089 035 $a(EXLCZ)995680000000037510 100 $a20202205d2022 |y 0 101 0 $aeng 135 $aurmn|---annan 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aEvolutionary Algorithms in Engineering Design Optimization 210 $aBasel$cMDPI - Multidisciplinary Digital Publishing Institute$d2022 215 $a1 online resource (314 p.) 311 08$a3-0365-2714-1 311 08$a3-0365-2715-X 330 $aEvolutionary algorithms (EAs) are population-based global optimizers, which, due to their characteristics, have allowed us to solve, in a straightforward way, many real world optimization problems in the last three decades, particularly in engineering fields. Their main advantages are the following: they do not require any requisite to the objective/fitness evaluation function (continuity, derivability, convexity, etc.); they are not limited by the appearance of discrete and/or mixed variables or by the requirement of uncertainty quantification in the search. Moreover, they can deal with more than one objective function simultaneously through the use of evolutionary multi-objective optimization algorithms. This set of advantages, and the continuously increased computing capability of modern computers, has enhanced their application in research and industry. From the application point of view, in this Special Issue, all engineering fields are welcomed, such as aerospace and aeronautical, biomedical, civil, chemical and materials science, electronic and telecommunications, energy and electrical, manufacturing, logistics and transportation, mechanical, naval architecture, reliability, robotics, structural, etc. Within the EA field, the integration of innovative and improvement aspects in the algorithms for solving real world engineering design problems, in the abovementioned application fields, are welcomed and encouraged, such as the following: parallel EAs, surrogate modelling, hybridization with other optimization techniques, multi-objective and many-objective optimization, etc. 606 $aHistory of engineering & technology$2bicssc 606 $aTechnology: general issues$2bicssc 610 $aaccuracy levels 610 $aaeroacoustics 610 $aarchiving strategy 610 $aartificial neural networks (ANN) limited training data 610 $aAutomatic Voltage Regulation system 610 $aavailability 610 $abankruptcy problem 610 $abeam improvements 610 $abeam T-junctions models 610 $aChaotic optimization 610 $aclassification 610 $acontrol 610 $adesign 610 $adifferential evolution 610 $adistance-based 610 $adiversity control 610 $aencoding 610 $aevolutionary algorithm 610 $aevolutionary algorithms 610 $aevolutionary optimization 610 $aexperimental study 610 $afinite elements analysis 610 $aFractional Order Proportional-Integral-Derivative controller 610 $agenetic algorithm 610 $agenetic programming 610 $aglobal optimisation 610 $aglobal optimization 610 $aGough-Stewart 610 $alaunchers 610 $amachine learning 610 $amachine vision 610 $amin-max optimization 610 $amono and multi-objective optimization 610 $amulti-objective decision-making 610 $amulti-objective evolutionary algorithms 610 $amulti-objective optimisation 610 $amulti-objective optimization 610 $amutation-selection 610 $anearly optimal solutions 610 $aneural networks 610 $anon-linear parametric identification 610 $aoptimal control 610 $aoptimal design 610 $aparallel manipulator 610 $aparameter optimization 610 $aPareto front 610 $aperformance metrics 610 $aplastics thermoforming 610 $apreference in multi-objective optimization 610 $apreventive maintenance scheduling 610 $aquality control 610 $areal application 610 $areusable launch vehicle 610 $arobust 610 $arobust design 610 $aroughness measurement 610 $asheet thickness distribution 610 $aspace systems 610 $aspaceplanes 610 $asurrogate 610 $aT-junctions 610 $atrailing-edge noise 610 $atrajectory optimisation 610 $atwo-stage method 610 $auncertainty quantification 610 $aunscented transformation 610 $aworst-case scenario 610 $aYellow Saddle Goatfish Algorithm 615 7$aHistory of engineering & technology 615 7$aTechnology: general issues 700 $aGreiner$b David$4edt$01309575 702 $aGaspar?Cunha$b António$4edt 702 $aHernández-Sosa$b Daniel$4edt 702 $aMinisci$b Edmondo$4edt 702 $aZamuda$b Ale?$4edt 702 $aGreiner$b David$4oth 702 $aGaspar?Cunha$b António$4oth 702 $aHernández-Sosa$b Daniel$4oth 702 $aMinisci$b Edmondo$4oth 702 $aZamuda$b Ale?$4oth 906 $aBOOK 912 $a9910566486903321 996 $aEvolutionary Algorithms in Engineering Design Optimization$93029408 997 $aUNINA