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Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
Motion in games : first international workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008 : revised papers / / Arjan Egges, Arno Kamphuis, Mark Overmars (eds.)
Edizione [1st ed. 2008.]
Pubbl/distr/stampa Berlin, Germany ; ; New York, New York : , : Springer, , [2008]
Descrizione fisica 1 online resource (IX, 257 p.)
Disciplina 794.81
Collana Image Processing, Computer Vision, Pattern Recognition, and Graphics
Soggetto topico Computer games - Programming
Computer games - Design
Motion - Computer simulation
ISBN 3-540-89220-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Crowd Simulation -- Texture Synthesis Based Simulation of Secondary Agents -- Using the Corridor Map Method for Path Planning for a Large Number of Characters -- Real-Time Path Planning and Navigation for Multi-agent and Crowd Simulations -- Populate Your Game Scene -- Hierarchical Path Planning for Virtual Crowds -- Virtual Humans -- Towards Embodied and Situated Virtual Humans -- Adaptive Body, Motion and Cloth -- From Motion Capture to Real-Time Character Animation -- Motion Synthesis -- More Motion Capture in Games — Can We Make Example-Based Approaches Scale? -- Simulating Interactions of Characters -- Motion Prediction for Online Gaming -- Two-Character Motion Control: Challenge and Promise -- Motion Modeling: Can We Get Rid of Motion Capture? -- Informed Use of Motion Synthesis Methods -- Automatic Estimation of Skeletal Motion from Optical Motion Capture Data -- Interfaces -- An Immersive Motion Interface with Edutainment Contents for Elderly People -- Design of Experience and Flow in Movement-Based Interaction -- Navigation and Steering -- Relaxed Steering towards Oriented Region Goals -- Opening Doors in Motion Analysis Research -- Watch Out! A Framework for Evaluating Steering Behaviors -- Whole-Body Locomotion, Manipulation and Reaching for Humanoids -- Facial and Behavioral Animation -- Conveying Emotions through Facially Animated Avatars in Networked Virtual Environments -- Animating Speech in Games -- Autonomous Digital Actors.
Record Nr. UNISA-996466345903316
Berlin, Germany ; ; New York, New York : , : Springer, , [2008]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
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Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Autore Armitage Grenville
Pubbl/distr/stampa Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Descrizione fisica 1 online resource (234 p.)
Disciplina 794.814678
Altri autori (Persone) ClaypoolMark
BranchPhilip
Soggetto topico Computer games - Programming
TCP/IP (Computer network protocol)
Internet games
Soggetto genere / forma Electronic books.
ISBN 1-280-60608-8
9786610606085
0-470-03047-X
0-470-03046-1
Classificazione 54.81
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Networking and Online Games; Contents; Author Biographies; Acknowledgements; 1 Introduction; 2 Early Online and Multiplayer Games; 2.1 Defining Networked and Multiplayer Games; 2.2 Early Multiplayer Games; 2.2.1 PLATO; 2.2.2 MultiUser Dungeons; 2.2.3 Arcade Games; 2.2.4 Hosted Online Games; 2.3 Multiplayer Network Games; 2.3.1 DOOM - Networked First-Person Shooters Arrive; References; 3 Recent Online and Multiplayer Games; 3.1 Communication Architectures; 3.2 The Evolution of Online Games; 3.2.1 FPS Games; 3.2.2 Massively Multiplayer Games; 3.2.3 RTS Games; 3.2.4 Sports Games
3.3 Summary of Growth of Online Games3.4 The Evolution of Online Game Platforms; 3.4.1 PCs; 3.4.2 Game Consoles; 3.4.3 Handheld Game Consoles; 3.4.4 Summary; 3.5 Context of Computer Games; 3.5.1 Physical Reality; 3.5.2 Telepresence; 3.5.3 Augmented Reality; 3.5.4 Distributed Virtual Environments; References; 4 Basic Internet Architecture; 4.1 IP Networks as seen from the Edge; 4.1.1 Endpoints and Addressing; 4.1.2 Layered Transport Services; 4.1.3 Unicast, Broadcast and Multicast; 4.2 Connectivity and Routing; 4.2.1 Hierarchy and Aggregation; 4.2.2 Routing Protocols
4.2.3 Per-hop Packet Transport4.3 Address Management; 4.3.1 Address Delegation and Assignment; 4.3.2 Network Address Translation; 4.3.3 Dynamic Host Configuration Protocol; 4.3.4 Domain Name System; References; 5 Network Latency, Jitter and Loss; 5.1 The Relevance of Latency, Jitter and Loss; 5.2 Sources of Latency, Jitter and Loss in the Network; 5.2.1 Propagation Delay and the Laws of Physics; 5.2.2 Serialisation; 5.2.3 Queuing Delays; 5.2.4 Sources of Jitter in the Network; 5.2.5 Sources of Packet Loss in the Network; 5.3 Network Control of Lag, Jitter and Loss
5.3.1 Preferential IP Layer Queuing and Scheduling5.3.2 Link Layer Support for Packet Prioritisation; 5.3.3 Where to Place and Trust Traffic Classification; 5.4 Measuring Network Conditions; References; 6 Latency Compensation Techniques; 6.1 The Need for Latency Compensation; 6.2 Prediction; 6.2.1 Player Prediction; 6.2.2 Opponent Prediction; 6.2.3 Prediction Summary; 6.3 Time Manipulation; 6.3.1 Time Delay; 6.3.2 Time Warp; 6.3.3 Data compression; 6.4 Visual Tricks; 6.5 Latency Compensation and Cheating; References; 7 Playability versus Network Conditions and Cheats
7.1 Measuring Player Tolerance for Network Disruptions7.1.1 Empirical Research; 7.1.2 Sources of Error and Uncertainty; 7.1.3 Considerations for Creating Artificial Network Conditions; 7.2 Communication Models, Cheats and Cheat-Mitigation; 7.2.1 Classifying and Naming Methods of Cheating; 7.2.2 Server-side Cheats; 7.2.3 Client-side Cheats; 7.2.4 Network-layer Cheats; 7.2.5 Cheat-mitigation; References; 8 Broadband Access Networks; 8.1 What Broadband Access Networks are and why they Matter; 8.1.1 The Role of Broadband Access Networks; 8.1.2 Characteristics of Broadband Access Networks
8.2 Access Network Protocols and Standards
Record Nr. UNINA-9910143734203321
Armitage Grenville  
Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Autore Armitage Grenville
Pubbl/distr/stampa Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Descrizione fisica 1 online resource (234 p.)
Disciplina 794.814678
Altri autori (Persone) ClaypoolMark
BranchPhilip
Soggetto topico Computer games - Programming
TCP/IP (Computer network protocol)
Internet games
ISBN 1-280-60608-8
9786610606085
0-470-03047-X
0-470-03046-1
Classificazione 54.81
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Networking and Online Games; Contents; Author Biographies; Acknowledgements; 1 Introduction; 2 Early Online and Multiplayer Games; 2.1 Defining Networked and Multiplayer Games; 2.2 Early Multiplayer Games; 2.2.1 PLATO; 2.2.2 MultiUser Dungeons; 2.2.3 Arcade Games; 2.2.4 Hosted Online Games; 2.3 Multiplayer Network Games; 2.3.1 DOOM - Networked First-Person Shooters Arrive; References; 3 Recent Online and Multiplayer Games; 3.1 Communication Architectures; 3.2 The Evolution of Online Games; 3.2.1 FPS Games; 3.2.2 Massively Multiplayer Games; 3.2.3 RTS Games; 3.2.4 Sports Games
3.3 Summary of Growth of Online Games3.4 The Evolution of Online Game Platforms; 3.4.1 PCs; 3.4.2 Game Consoles; 3.4.3 Handheld Game Consoles; 3.4.4 Summary; 3.5 Context of Computer Games; 3.5.1 Physical Reality; 3.5.2 Telepresence; 3.5.3 Augmented Reality; 3.5.4 Distributed Virtual Environments; References; 4 Basic Internet Architecture; 4.1 IP Networks as seen from the Edge; 4.1.1 Endpoints and Addressing; 4.1.2 Layered Transport Services; 4.1.3 Unicast, Broadcast and Multicast; 4.2 Connectivity and Routing; 4.2.1 Hierarchy and Aggregation; 4.2.2 Routing Protocols
4.2.3 Per-hop Packet Transport4.3 Address Management; 4.3.1 Address Delegation and Assignment; 4.3.2 Network Address Translation; 4.3.3 Dynamic Host Configuration Protocol; 4.3.4 Domain Name System; References; 5 Network Latency, Jitter and Loss; 5.1 The Relevance of Latency, Jitter and Loss; 5.2 Sources of Latency, Jitter and Loss in the Network; 5.2.1 Propagation Delay and the Laws of Physics; 5.2.2 Serialisation; 5.2.3 Queuing Delays; 5.2.4 Sources of Jitter in the Network; 5.2.5 Sources of Packet Loss in the Network; 5.3 Network Control of Lag, Jitter and Loss
5.3.1 Preferential IP Layer Queuing and Scheduling5.3.2 Link Layer Support for Packet Prioritisation; 5.3.3 Where to Place and Trust Traffic Classification; 5.4 Measuring Network Conditions; References; 6 Latency Compensation Techniques; 6.1 The Need for Latency Compensation; 6.2 Prediction; 6.2.1 Player Prediction; 6.2.2 Opponent Prediction; 6.2.3 Prediction Summary; 6.3 Time Manipulation; 6.3.1 Time Delay; 6.3.2 Time Warp; 6.3.3 Data compression; 6.4 Visual Tricks; 6.5 Latency Compensation and Cheating; References; 7 Playability versus Network Conditions and Cheats
7.1 Measuring Player Tolerance for Network Disruptions7.1.1 Empirical Research; 7.1.2 Sources of Error and Uncertainty; 7.1.3 Considerations for Creating Artificial Network Conditions; 7.2 Communication Models, Cheats and Cheat-Mitigation; 7.2.1 Classifying and Naming Methods of Cheating; 7.2.2 Server-side Cheats; 7.2.3 Client-side Cheats; 7.2.4 Network-layer Cheats; 7.2.5 Cheat-mitigation; References; 8 Broadband Access Networks; 8.1 What Broadband Access Networks are and why they Matter; 8.1.1 The Role of Broadband Access Networks; 8.1.2 Characteristics of Broadband Access Networks
8.2 Access Network Protocols and Standards
Record Nr. UNINA-9910830137303321
Armitage Grenville  
Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Networking and online games [[electronic resource] ] : understanding and engineering multiplayer Internet games / / Grenville Armitage, Mark Claypool, Philip Branch
Autore Armitage Grenville
Pubbl/distr/stampa Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Descrizione fisica 1 online resource (234 p.)
Disciplina 794.814678
Altri autori (Persone) ClaypoolMark
BranchPhilip
Soggetto topico Computer games - Programming
TCP/IP (Computer network protocol)
Internet games
ISBN 1-280-60608-8
9786610606085
0-470-03047-X
0-470-03046-1
Classificazione 54.81
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Networking and Online Games; Contents; Author Biographies; Acknowledgements; 1 Introduction; 2 Early Online and Multiplayer Games; 2.1 Defining Networked and Multiplayer Games; 2.2 Early Multiplayer Games; 2.2.1 PLATO; 2.2.2 MultiUser Dungeons; 2.2.3 Arcade Games; 2.2.4 Hosted Online Games; 2.3 Multiplayer Network Games; 2.3.1 DOOM - Networked First-Person Shooters Arrive; References; 3 Recent Online and Multiplayer Games; 3.1 Communication Architectures; 3.2 The Evolution of Online Games; 3.2.1 FPS Games; 3.2.2 Massively Multiplayer Games; 3.2.3 RTS Games; 3.2.4 Sports Games
3.3 Summary of Growth of Online Games3.4 The Evolution of Online Game Platforms; 3.4.1 PCs; 3.4.2 Game Consoles; 3.4.3 Handheld Game Consoles; 3.4.4 Summary; 3.5 Context of Computer Games; 3.5.1 Physical Reality; 3.5.2 Telepresence; 3.5.3 Augmented Reality; 3.5.4 Distributed Virtual Environments; References; 4 Basic Internet Architecture; 4.1 IP Networks as seen from the Edge; 4.1.1 Endpoints and Addressing; 4.1.2 Layered Transport Services; 4.1.3 Unicast, Broadcast and Multicast; 4.2 Connectivity and Routing; 4.2.1 Hierarchy and Aggregation; 4.2.2 Routing Protocols
4.2.3 Per-hop Packet Transport4.3 Address Management; 4.3.1 Address Delegation and Assignment; 4.3.2 Network Address Translation; 4.3.3 Dynamic Host Configuration Protocol; 4.3.4 Domain Name System; References; 5 Network Latency, Jitter and Loss; 5.1 The Relevance of Latency, Jitter and Loss; 5.2 Sources of Latency, Jitter and Loss in the Network; 5.2.1 Propagation Delay and the Laws of Physics; 5.2.2 Serialisation; 5.2.3 Queuing Delays; 5.2.4 Sources of Jitter in the Network; 5.2.5 Sources of Packet Loss in the Network; 5.3 Network Control of Lag, Jitter and Loss
5.3.1 Preferential IP Layer Queuing and Scheduling5.3.2 Link Layer Support for Packet Prioritisation; 5.3.3 Where to Place and Trust Traffic Classification; 5.4 Measuring Network Conditions; References; 6 Latency Compensation Techniques; 6.1 The Need for Latency Compensation; 6.2 Prediction; 6.2.1 Player Prediction; 6.2.2 Opponent Prediction; 6.2.3 Prediction Summary; 6.3 Time Manipulation; 6.3.1 Time Delay; 6.3.2 Time Warp; 6.3.3 Data compression; 6.4 Visual Tricks; 6.5 Latency Compensation and Cheating; References; 7 Playability versus Network Conditions and Cheats
7.1 Measuring Player Tolerance for Network Disruptions7.1.1 Empirical Research; 7.1.2 Sources of Error and Uncertainty; 7.1.3 Considerations for Creating Artificial Network Conditions; 7.2 Communication Models, Cheats and Cheat-Mitigation; 7.2.1 Classifying and Naming Methods of Cheating; 7.2.2 Server-side Cheats; 7.2.3 Client-side Cheats; 7.2.4 Network-layer Cheats; 7.2.5 Cheat-mitigation; References; 8 Broadband Access Networks; 8.1 What Broadband Access Networks are and why they Matter; 8.1.1 The Role of Broadband Access Networks; 8.1.2 Characteristics of Broadband Access Networks
8.2 Access Network Protocols and Standards
Record Nr. UNINA-9910841606003321
Armitage Grenville  
Chichester, England ; ; Hoboken, NJ, : John Wiley & Sons, c2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Object-oriented game development / / Julian Gold
Object-oriented game development / / Julian Gold
Autore Gold Julian
Edizione [1st ed.]
Pubbl/distr/stampa Harlow, England : , : Addison Wesley, , 2004
Descrizione fisica 1 online resource (426 pages)
Disciplina 794.81526
Soggetto topico Computer games - Programming
Object-oriented programming (Computer science)
Soggetto genere / forma Electronic books.
ISBN 1-281-06458-0
9786611064587
1-4058-9036-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910154652903321
Gold Julian  
Harlow, England : , : Addison Wesley, , 2004
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
On the way to fun : an emotion-based approach to successful game design / / Roberto Dillon
On the way to fun : an emotion-based approach to successful game design / / Roberto Dillon
Autore Dillon Roberto
Pubbl/distr/stampa Natick, Mass. : , : A K Peters, , 2010
Descrizione fisica 1 online resource (185 p.)
Disciplina 794.8/1526
Soggetto topico Computer games - Programming
Computer games - Design - Social aspects
Soggetto genere / forma Electronic books.
ISBN 0-429-06615-5
1-138-42789-6
1-56881-409-7
1-4398-7689-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Front Cover; Table of Contents; Foreword; Preface; Introduction: What Makes a Game Fun?; PART I. Emotions and Games: The 6-11 Framework; PART II. Case Studies: Retro Games; PART III. Case Studies: Indie Games; PART IV. Conclusions; References; About the Author; Back Cover
Record Nr. UNINA-9910464563003321
Dillon Roberto  
Natick, Mass. : , : A K Peters, , 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
OUYA game development by example beginner's guide : an all-inclusive, fun guide to making professional 3D games for the OUYA console / / Jack Donovan ; cover image by Suresh Mogre
OUYA game development by example beginner's guide : an all-inclusive, fun guide to making professional 3D games for the OUYA console / / Jack Donovan ; cover image by Suresh Mogre
Autore Donovan Jack
Pubbl/distr/stampa Birmingham, [England] : , : Packt Publishing, , 2014
Descrizione fisica 1 online resource (268 p.)
Disciplina 794.81536
Collana Learning by doing: less theory, more results
Soggetto topico Computer games - Design
Computer games - Programming
User interfaces (Computer systems)
Soggetto genere / forma Electronic books.
ISBN 1-84969-723-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; Acknowledgments; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Experiencing the OUYA; Setting up the console; Networking; Displaying games; Time for action - installing your first game; Playing the OUYA; Touch controls; Summary; Chapter 2: Installing Unity and the OUYA ODK; Installing the game engine; Time for action - setting up Unity; Downloading and configuring additional packages; Time for action - downloading Java, the Android SDK, and the ODK; Modifying the PATH variable
Time for action - editing PATH on Mac OSTime for action - editing PATH on Windows; Installing packages with the Android SDK; Time for action - installing Android packages; Configuring the USB connection; Time for action - configuring the USB driver on Windows; Time for action - export OUYA packages from Unity; Time for action - importing packages into a new workspace; Summary; Chapter 3: Diving into Development; Creating a 3D text prototype; Time for action - manipulating the scene; Time for action - creating and scripting 3D text; Creating a custom function
Time for action - writing a functionTime for action - capturing data with return values; Time for action - controlling functions with parameters; Making our scripts interactive; Time for action - adding keyboard interaction to scripts; Deploying our code on OUYA; Time for action - running your first test on OUYA; Summary; Chapter 4: Moving Your Player with Controller Input; Creating an interactive marble prototype; Time for action - setting the scene; Time for action - importing a Unity input script; Time for action - turning input into movement; Time for action - movement with the OUYA SDK
Adding additional functionality to our marbleTime for action - adding button features; Time for action - improving the camera; Completing our game; Time for action - adding a goal zone; Summary; Chapter 5: Enhancing Your Game with Touch Dynamics; Using the touchpad to interact with buttons; Creating the cannonball prototype; Time for action - creating a cannon prefab; Time for action - creating an interactive button; Time for action - adding an impulse force to a rigidbody component; Using cursor data to add touch input to games; Time for action - reading mouse position in Unity
Time for action - creating a vector from cursor movementIncorporating touch data into your mechanics; Time for action - hiding the cursor on the screen; Time for action - creating a target for the cannon; Summary; Chapter 6: Saving Data to Create Longer Games; Creating collectibles to save; Time for action - creating a basic collectible; Time for action - scripting the collectible; Time for action - accessing the scripts on other objects; Saving data with the Unity engine; Time for action - saving data with PlayerPrefs; Time for action - setting up a GUI Text object
Using save data in multiple scenes
Record Nr. UNINA-9910458344503321
Donovan Jack  
Birmingham, [England] : , : Packt Publishing, , 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Ouya Unity game development / / Gary Riches
Ouya Unity game development / / Gary Riches
Autore Riches Gary
Pubbl/distr/stampa Birmingham : , : Packt Publishing, , 2013
Descrizione fisica 1 online resource (118 p.)
Collana Community experience distilled
Soggetto topico Computer games - Design
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-78355-971-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910453463503321
Riches Gary  
Birmingham : , : Packt Publishing, , 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Powershell for beginners : learn powershell 7 through hands-on mini games / / Ian Waters
Powershell for beginners : learn powershell 7 through hands-on mini games / / Ian Waters
Autore Waters Ian <1982->
Edizione [1st ed. 2021.]
Pubbl/distr/stampa [Place of publication not identified] : , : APress, , [2021]
Descrizione fisica 1 online resource (XVI, 232 p. 115 illus.)
Disciplina 005.446
Soggetto topico Windows PowerShell (Computer program language)
Computer games - Programming
Systems programming (Computer science)
ISBN 1-4842-7064-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Introduction -- Chapter 2: Beginners Guide to PowerShell and Visual Studio Code -- Chapter 3: Variables -- Chapter 4: Conditional Statements -- Chapter 5: Loops -- Chapter 6: Arrays -- Chapter 7: Functions -- Chapter 8: Classes -- Chapter 9: Customising The Console. -- Chapter 10: User Input -- Chapter 11: Dragon Slayer -- Chapter 12: Getting Colourful -- Chapter 13: ASCII Table -- Chapter 14: Cursor Control -- Chapter 15: Background Processing -- Chapter 16: Networking -- Chapter 17: Working with Files -- Chapter 18: Sound -- Chapter 19: Game Engine -- Chapter 20: Creating ASCII Art -- Chapter 21: Power Bomber.
Record Nr. UNINA-9910483057003321
Waters Ian <1982->  
[Place of publication not identified] : , : APress, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Proceedings of the 14th International Audio Mostly Conference : A Journey in Sound / / Association for Computing Machinery
Proceedings of the 14th International Audio Mostly Conference : A Journey in Sound / / Association for Computing Machinery
Pubbl/distr/stampa New York : , : Association for Computing Machinery, , 2019
Descrizione fisica 1 online resource (various pagings) : illustrations
Disciplina 621
Collana ACM international conference proceedings series
Soggetto topico Computer sound processing
Sound - Recording and reproducing - Digital techniques
Computer games - Programming
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti Proceedings of the 14th International Audio Mostly Conference
Record Nr. UNINA-9910412117603321
New York : , : Association for Computing Machinery, , 2019
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui