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[null,"1.","Record Nr.",null,"UNISA996384839703316"]
[null,null,"Titolo",null,"[A] profitable and pleasant glass of extraordinary expen[ces] ... Whereunto is added, the true assize of bread, according to the statute [[electronic resource]]"]
[null,null,"Pubbl/distr/stampa",null,"London, : printed for E. Brewster, formerly living at the sign of the Crane in St. Pauls Church-yard, 1668"]
[null,null,"Descrizione fisica",null,"1 sheet ([1] p.) : table"]
[null,null,"Soggetti",null,"Money - England"]
[{"$nulls":4},"Taxation - England"]
[{"$nulls":4},"Bread - England"]
[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","Verse - \"HIS farthing a day in full expence,\"."]
[{"$nulls":4},"Imperfect: L (Luttrell) copy cropped at head and sides with loss of text."]
[{"$nulls":4},"Reproduction of the original in the British Library."]
[null,null,null,"Sommario/riassunto","eebo-0018"]
[null,"2.","Record Nr.",null,"UNINA9910964376603321"]
[null,null,"Autore",null,"Austin Martin"]
[null,null,"Titolo",null,"Licensing, selling and finance in the pharmaceutical and healthcare industries : the commercialization of intellectual property / / Martin Austin"]
[null,null,"Pubbl/distr/stampa",null,"London ; ; New York : , : Routledge, , 2016"]
[null,null,"ISBN",null,"1-317-10530-3"]
[{"$nulls":4},"1-315-59234-7"]
[{"$nulls":4},"1-283-62954-2"]
[{"$nulls":4},"9786613941992"]
[{"$nulls":4},"1-4094-5080-5"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (191 p.)"]
[null,null,"Disciplina",null,"338.4/76606"]
[{"$nulls":4},"338.476151"]
[{"$nulls":4},"338.476606"]
[{"$nulls":4},"615.10681"]
[null,null,"Soggetti",null,"Biotechnology industries"]
[{"$nulls":4},"Pharmaceutical industry"]
[{"$nulls":4},"Intellectual property"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","\"A Gower book\"--Cover."]
[{"$nulls":4},"First published 2012 by Gower Publishing."]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"pt. 1. The challenge -- pt. 2. Models and solutions."]
[null,null,null,"Sommario/riassunto","Licensing, Selling and Finance in the Pharmaceutical and Healthcare Industries is an assessment of the turbulent state of pharmaceutical and biotechnology markets as we enter the second decade of the 21st Century. At the same time, the book offers a cautionary evaluation of the future financing of innovation in terms of what's gone wrong and how to succeed in the future.Martin Austin explores the challenge that the pharmaceutical (and related) industries face in terms of balancing short term, cost containment and expenditure control in areas such as internal research and development; whilst em"]
[null,"3.","Record Nr.",null,"UNINA9910959371003321"]
[null,null,"Autore",null,"Sherman William R., author"]
[null,null,"Titolo",null,"VR developer gems / / William R. Sherman"]
[null,null,"Pubbl/distr/stampa",null,"Boca Raton : , : CRC Press, , 2019"]
[{"$nulls":4},"London : , : Bloomsbury Publishing (UK), , 2023"]
[null,null,"ISBN",null,"9781315157764"]
[{"$nulls":4},"1315157764"]
[{"$nulls":4},"9781351654609"]
[{"$nulls":4},"1351654608"]
[{"$nulls":4},"9781351654616"]
[{"$nulls":4},"1351654616"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (695 pages)"]
[null,null,"Disciplina",null,"006.8"]
[null,null,"Soggetti",null,"Computer games - Design"]
[{"$nulls":4},"Computer games - Programming"]
[{"$nulls":4},"Video games - Design"]
[{"$nulls":4},"Games development and programming"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Nota di bibliografia","Includes bibliographical references and index."]
[null,null,"Nota di contenuto",null,"Cover -- Half Title -- Title Page -- Copyright Page -- Contents -- Preface -- Editor -- List of Contributors -- Section I: The Medium of VR -- 1 VR as a Medium -- 2 VR and Media of Attraction: Design Lessons from History -- Section II: VR with Game Engines -- 3 Getting Started with SteamVR and Unity -- 4 UniCAVE: A Distributed Rendering System for Unity3D -- 5 Using the Kinect for Head-Tracked Perspective and Pointing in Stationary VR Displays -- 6 The Vehicle Pattern for Simplifying Cross-Platform Virtual Reality Development -- 7 WebXR: Virtual Reality… in the Browser -- 8 Greyhouse: Building the Neighborhood Coffee Shop in Unreal Engine for VR -- 9 Bridging Scientific Visualization and Unreal VR -- Section III: Interaction -- 10 Brownboxing: The Secret to Rapid VR Prototyping -- 11 Bi-Manual Interaction for Manipulation, Volume Selection, and Travel: Using the Leap Motion, Game Controllers and Mobile Devices -- 12 Effortless 3D Selection through Progressive Refinement -- 13 Travel in Virtual Reality -- 14 From Painting to Widgets, 6-DOF and Bimanual Input Beyond Pointing -- Section IV: Agents &amp -- Avatars -- 15 Making Virtual "]
[{"$nulls":4},"Reality Social: Getting Virtual Humans into Your Virtual Environment -- 16 Building a Social VR App -- 17 Avatar Embodiment, Behavior Replication, and Kinematics in Virtual Reality -- Section V: Third Person POV Cameras -- 18 Recording and Replaying Virtual Environments for Development and Diagnosis -- 19 Capturing Cinematic Shots of Virtual Reality Scenes in Unity -- 20 A Stereoscopic 3D View for Virtual Reality Spectators -- Section VI: Virtual Worlds -- 21 The Utility of Virtual Reality for Science and Engineering -- 22 Immersion and Visualizing Artistic Spaces in Virtual Reality -- 23 Embodied Montage: Constructing Meaning in Virtual Reality -- Section VII: Advanced Rendering for VR."]
[{"$nulls":4},"24 Omnidirectional Stereoscopic Projections for VR -- 25 Volume Lenses for VR -- Section VIII: Perception for Immersion -- 26 Check Your Work: Evaluating VE Effectiveness Using Presence -- 27 Misperception of Self-motion and Its Compensation in Virtual Reality -- 28 Exploring Large Environments with Redirected Walking -- Section IX: DIY VR Hardware -- 29 Building and Interfacing Input and Output Devices -- 30 A Tinkerer's Perspective on VR Displays -- 31 Environmental Feedback for VR Systems -- Section X: Building the Infrastructure of VR -- 32 Virtual Reality System Concepts Illustrated Using OSVR -- 33 Perspective Projection for VR -- 34 Fast and Easy Collision Detection for Rigid and Deformable Objects -- Index."]
[null,null,null,"Sommario/riassunto","This book takes the practicality of other \"Gems\" series such as \"Graphics Gems\" and \"Game Programming Gems\" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 \"tips\", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire."]