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[null,"1.","Record Nr.",null,"UNISALENTO991001283219707536"]
[null,null,"Autore",null,"Mâle, Emile"]
[null,null,"Titolo",null,"L'art religieux du XIII siècle en France : étude sur l'iconographie du Moyen Âge et sur ses sources d'inspiration / Émile Mâle"]
[null,null,"Pubbl/distr/stampa",null,"Paris : Armand Colin, 1958"]
[null,null,"Edizione",null,"[9. éd., illustrée de 190 gravures]"]
[null,null,"Descrizione fisica",null,"XV, 428 p. : ill. ; 29 cm"]
[null,null,"Disciplina",null,"709.02"]
[null,null,"Soggetti",null,"Arte sacra - Francia"]
[null,null,"Lingua di pubblicazione",null,"Francese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,"2.","Record Nr.",null,"UNINA9910483318503321"]
[null,null,"Titolo",null,"Advances in Web Based Learning - ICWL 2008 : 7th International Conference, Jinhua, China, August 20-22, 2008, Proceedings / / edited by Frederick Li, Jianmin Zhao, Rynson Lau, Qing Li, Denis McLeod"]
[null,null,"Pubbl/distr/stampa",null,"Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2008"]
[null,null,"ISBN",null,"3-540-85033-3"]
[null,null,"Edizione",null,"[1st ed. 2008.]"]
[null,null,"Descrizione fisica",null,"1 online resource (XIII, 554 p.)"]
[null,null,"Collana",null,"Information Systems and Applications, incl. Internet/Web, and HCI, , 2946-1642 ; ; 5145"]
[null,null,"Classificazione",null,"DAT 030f"]
[{"$nulls":4},"DAT 618f"]
[{"$nulls":4},"DAT 670f"]
[{"$nulls":4},"SS 4800"]
[null,null,"Disciplina",null,"371.3344678"]
[null,null,"Soggetti",null,"Computer engineering"]
[{"$nulls":4},"Computer networks"]
[{"$nulls":4},"Database management"]
[{"$nulls":4},"Application software"]
[{"$nulls":4},"Information storage and retrieval systems"]
[{"$nulls":4},"Artificial intelligence"]
[{"$nulls":4},"Computer Engineering and Networks"]
[{"$nulls":4},"Database Management"]
[{"$nulls":4},"Computer and Information Systems Applications"]
[{"$nulls":4},"Information Storage and Retrieval"]
[{"$nulls":4},"Artificial Intelligence"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Bibliographic Level Mode of Issuance: Monograph"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Adaptation of e-Learning Technologies and Policies -- On Properly Using Technologies to Make E-Learning Effective -- Richness Versus Parsimony Antecedents of Technology Adoption Model for E-Learning Websites -- Exploring a Computer–Assisted Managing System with Competence Indicators in Taiwan -- e-Learning Issues under an Affective Perspective -- Recommendation in Education Portal by Relation Based Importance Ranking -- Learning Resource Management -- Research on Learning Resources Organization Model -- Web Contents Extracting for Web-Based Learning -- ERDRM: A Digital Rights "]
[{"$nulls":4},"Management System Model for Educational Resources -- Course Material Research Based on Perti Net -- e-Learning Experiences -- The Practice and Experience Sharing of Three-Year Peer Coaching Program in Taiwan -- eKnowledge Repositories in eLearning 2.0: UNITE - a European-Wide Network of Schools -- The Research on the Case Learning Activity Sustained by a Web-Based Case Assisted Study Environment—Take the Introduction of Industry System Course for Example -- An Artificial Intelligence Course Used to Investigate Students’ Learning Style -- Assessment and Its Supporting Systems -- Modeling Units of Assessment for Sharing Assessment Process Information: Towards an Assessment Process Specification -- A Method to Find Learner’s Key Characteristic in Wed-Based Learning -- Computer-Aided Generation of Item Banks Based on Ontology and Bloom’s Taxonomy -- Motivating Students through On-Line Competition: An Analysis of Satisfaction and Learning Styles -- Tools and Experiences for Learning C Programming Language -- Collaborative Learning Tool Applying to C Programming Language -- Design and Implementation of an Internet-Based Platform for C Language Learning -- Virtual Education System for the C Programming Language.-Development of Contents Improving the Effectiveness of Self Learning, for the C Program Language -- Introductory C Programming Language Learning with Game-Based Digital Learning -- Game-Based Learning -- Interactive Video Game Platform for Game-Based Learning -- Developing the Historical Culture Course by Using the Ubiquitous Game-Based Learning Environment -- From Story-Telling to Educational Gaming: The Bamiyan Valley Case -- Three Layered Thinking Model for Designing Web-Based Educational Games -- Learning Kruskal’s Algorithm, Prim’s Algorithm and Dijkstra’s Algorithm by Board Game -- Frameworks and Platforms for e-Learning -- A Virtual Laboratory Platform Based on Integration of Java and Matlab -- Multi-agent Framework Support for Adaptive e-Learning -- Construction of Project-Based Virtual Learning Community -- Methodology for Supporting Novel Model of E-Learning Platform in Grid Architecture -- Multimedia Technologies for Learning -- Constructing a Multi-Monitor Displays System for Learning -- Digital Content Development of Folklore Artifacts and Activities for Folklore Education -- Automated Chinese Handwriting Error Detection Using Attributed Relational Graph Matching -- A New Chinese Speech Synthesis Method Apply in Chinese Poetry Learning -- On-Line Discussion Forum and Community -- Comparing the Impact of Two Different Designs for Online Discussion -- A Sociogram Analysis on Group Interaction in an Online Discussion Forum -- Another Dimension of Web-Based Learning: Psychological Bestirring -- Construct Teacher Community in E-Learning System -- The Design and Implement of Knowledge Building Classroom Based on Web2.0 -- Collaborative Learning -- An Online Theme-Based Collaborative Learning System -- Design on Collaborative Virtual Learning Community and Learning ProcessVisualization -- The Design of Web-Based Personal Collaborative Learning System (WBPCLS) for Computer Science Courses -- Semantics and Ontology -- An E-Learning System Engineering Ontology Model on the Semantic Web for Integration and Communication -- A Semantic Grid Application for E-Learning Data Sharing -- Ontology-Based Description of Learning Object -- Interfaces for Learning Activity Designs -- Studies on Human Computer Interface Design of Chinese Mobile Phone Users -- A Flow-Oriented Visual Language for Learning Designs -- A Mulimodeling Framework for Complex Learning Activity Designs -- Question Answering from Lecture Videos Based on Automatically-Generated Learning Objects -- Mobile "]
[{"$nulls":4},"and Network Technologies for Learning -- An Overview on Mobile E-Learning Research of Domestic and Foreign -- A Semiautomatic Content Adaptation Authoring Tool for Mobile Learning -- An Optimized Scheme for Mobile Learning on IP-Based Network Using SIP."]
[null,null,null,"Sommario/riassunto","This book constitutes the refereed proceedings of the 7th International Conference on Web-Based Learning, ICWL 2008, held in Jinhua, China, in August 2008. The 52 revised full papers presented together with 1 invited paper were carefully reviewed and selected from 170 submissions. The papers are organized in topical sections on adaptation of e-learning technologies and policies, learning resource management, e-learning experiences, assessment and its supporting systems, tools and experiences for learning C programming language, game-based learning, frameworks and platforms for e-learning, multimedia technologies for learning, on-line discussion forum and community, collaborative learning, semantics and ontology, interfaces for learning activity designs, as well as mobile and network technologies for learning."]
[null,"3.","Record Nr.",null,"UNINA9910969912603321"]
[null,null,"Autore",null,"Schroeder Jayme"]
[null,null,"Titolo",null,"AndEngine for Android game development cookbook : over 70 highly effective recipes with real-world examples to get to grips with the powerful capabilities of AndEngine and GLES 2 / / Jayme Schroeder, Brian Broyles"]
[null,null,"Pubbl/distr/stampa",null,"Birmingham, : Packt Pub., 2013"]
[null,null,"ISBN",null,"1-84951-899-8"]
[{"$nulls":4},"1-283-97089-9"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (380 p.)"]
[null,null,"Collana",null,"Quick Answers to Common Problems"]
[null,null,"Disciplina",null,"005.268"]
[null,null,"Soggetti",null,"Application software - Development"]
[{"$nulls":4},"Open source software"]
[{"$nulls":4},"Mobile games"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Includes index."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: AndEngine Game Structure; Introduction; Know the life cycle; Choosing our engine type; Selecting a resolution policy; Creating object factories; Creating the game manager; Introducing sounds and music; Working with different types of textures; Applying texture options; Using AndEngine font resources; Creating the resource manager; Saving and loading game data; Chapter 2: Working with Entities; Introduction; Understanding AndEngine entities; Applying primitives to a layer"]
[{"$nulls":4},"Bringing a scene to life with spritesApplying text to a layer; Using relative rotation; Overriding the onManagedUpdate method; Using modifiers and entity modifiers; Working with particle systems; Chapter 3: Designing Your Menu; Introduction; Adding buttons to the menu; Adding music to the menu; Applying a background; Using parallax backgrounds to create perspective; Creating our level selection system; Hiding and retrieving layers; Chapter 4: Working with Cameras; Introduction; Introducing the camera object; Limiting the camera area with the bound camera"]
[{"$nulls":4},"Taking a closer look with zoom camerasCreating smooth moves with a smooth camera; Pinch-zoom camera functionality; Stitching a background together; Applying a HUD to the camera; Applying a "]
[{"$nulls":4},"controller to the display; Coordinate conversion; Creating a split screen game; Chapter 5 : Scene and Layer Management; Introduction; Creating the scene manager; Setting up the resource manager for scene resources; Customizing managed scenes and layers; Setting up an activity to use the scene manager; Chapter 6 : Applications of Physics; Introduction to the Box2D physics extension"]
[{"$nulls":4},"Understanding different body typesCreating category-filtered bodies; Creating multiple-fixture bodies; Creating unique bodies by specifying vertices; Using forces, velocities, and torque; Applying anti-gravity to a specific body; Working with joints; Creating a rag doll; Creating a rope; Working with collisions; Using preSolve and postSolve; Creating destructible objects; Raycasting; Chapter 7 : Working with Update Handlers; Getting started with update handlers; Attaching an update handler to an entity; Using update handlers with conditionals; Handling the removal of an entity from the game"]
[{"$nulls":4},"Adding game timersSetting entity properties based on the time passed; Chapter 8 : Maximizing Performance; Introduction; Ignoring entity updates; Disabling background window rendering; Limiting simultaneous sound streams; Creating sprite pools; Cutting down render time with sprite groups; Chapter 9 : AndEngine Extensions Overview; Introduction; Creating live wallpaper; Networking with the multiplayer extension; Creating high-resolution graphics with SVG; Color mapping with SVG texture regions; Chapter 10: Getting More From AndEngine; Loading all textures from a folder; Using textured meshes"]
[{"$nulls":4},"Applying a sprite-based shadow"]
[null,null,null,"Sommario/riassunto","A Cookbook with wide range of recipes to allow you to learn game development with AndEngine quickly and efficiently. \"\"AndEngine for Android Game Development Cookbook\"\" is geared toward developers who are interested in working with the most up-to-date version of AndEngine, sporting the brand new GLES 2.0 branch. The book will be helpful for developers who are attempting to break into the mobile game market with plans to release fun and exciting games while eliminating a large portion of the learning curve that is otherwise inevitable when getting into AndEngine development. This book requires"]