Interdisciplinary Perspectives on Virtual Place-Based Learning [[electronic resource] /] / edited by Reneta D. Lansiquot, Sean P. MacDonald |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2019 |
Descrizione fisica | 1 online resource (178 pages) |
Disciplina | 371.3346 |
Soggetto topico |
Educational technology
Curriculums (Courses of study) Education—Curricula Sociology, Urban Computer games—Programming Higher education Technology and Digital Education Curriculum Studies Urban Studies/Sociology Game Development Higher Education |
ISBN | 3-030-32471-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Situating Interdisciplinary Place-Based Learning as a High-Impact Educational Practice -- 2. Virtual Place-Based Learning in Interdisciplinary Contexts: A Psychological Perspective and a Review -- 3. Virtual Reality as a Pedagogical Tool for Interdisciplinarity and Place-Based Education -- 4. Information Literacy in Place-Based Interdisciplinary Teaching and Learning -- 5. Visualization and Analysis of Environmental Data -- 6. Mapping Urban Performance Culture: A Common Ground for Architecture and Theater -- 7. Using Virtual Reality as a Tool for Field-Based Learning in the Earth Sciences -- 8. Non-Fiction Virtual Reality Stories of Emigration: Points of Viewing and Creating for the Classroom -- 9. Computational Thinking and the Role-Playing Classroom: A Case for Game-Based Learning in an Interdisciplinary Context. |
Record Nr. | UNINA-9910364945103321 |
Cham : , : Springer International Publishing : , : Imprint : Palgrave Pivot, , 2019 | ||
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Lo trovi qui: Univ. Federico II | ||
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Introduction to DevOps with Chocolate, LEGO and Scrum Game [[electronic resource] /] / by Dana Pylayeva |
Autore | Pylayeva Dana |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
Descrizione fisica | 1 online resource (XVII, 140 p. 116 illus. in color.) |
Disciplina | 005.11 |
Soggetto topico |
Computer programming
Computer games—Programming Computer input-output equipment Programming Techniques Game Development Hardware and Maker |
ISBN | 1-4842-2565-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Introduction -- 2. About this book -- 3. Rules of the Game -- 4. Game Components -- 5. Room Setup -- 6. Know Your Timebox -- 7. Be a Gamemaster -- 8. Play history and modifications -- 9. Key takeaways -- Appendix. Handouts, Role Cards and Posters -- Bibliography. |
Record Nr. | UNINA-9910162814803321 |
Pylayeva Dana
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Introduction to Video Game Engine Development [[electronic resource] ] : Learn to Design, Implement, and Use a Cross-Platform 2D Game Engine / / by Victor G Brusca |
Autore | Brusca Victor G. |
Edizione | [1st ed. 2021.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021 |
Descrizione fisica | 1 online resource (XXIII, 382 p. 36 illus.) |
Disciplina | 794.81526 |
Soggetto topico |
Computer games—Programming
Java (Computer program language) Computer programming Programming languages (Electronic computers) Game Development Java Programming Techniques Programming Language |
ISBN | 1-4842-7039-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Chapter 1: MmgBase API Introduction -- Chapter 2: Base Classes -- Chapter 3: Helper Classes -- Chapter 4: Other Classes -- Chapter 5: Advanced Classes -- Chapter 6: Widget Classes -- Chapter 7: Animation Classes -- Chapter 8: Game Screen Classes -- Chapter 9: MmgCore API Introduction -- Chapter 10: Static Main Entry Point -- Chapter 11: Dynamic Settings -- Chapter 12: Event Handlers -- Chapter 13: Resource Loading -- Chapter 14: Game Screens -- Chapter 15: Game Build Introduction -- Chapter 16: PongClone Project Setup -- Chapter 17: PongClone Main Menu Screen -- Chapter 18: PongClone Game Screen -- Chapter 19: Conclusion. |
Record Nr. | UNINA-9910484865103321 |
Brusca Victor G.
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2021 | ||
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Lo trovi qui: Univ. Federico II | ||
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IT Through Experiential Learning [[electronic resource] ] : Learn, Deploy and Adopt IT through Gamification / / by Shreekant W Shiralkar |
Autore | Shiralkar Shreekant W |
Edizione | [1st ed. 2016.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 |
Descrizione fisica | 1 online resource (XIII, 98 p. 60 illus., 58 illus. in color.) |
Disciplina | 658.4038 |
Soggetto topico |
Computer games—Programming
Application software Architecture, Computer Game Development Computer Appl. in Administrative Data Processing Information Systems Applications (incl. Internet) Computer System Implementation |
ISBN | 1-4842-2421-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910151577303321 |
Shiralkar Shreekant W
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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Java Game Development with LibGDX [[electronic resource] ] : From Beginner to Professional / / by Lee Stemkoski |
Autore | Stemkoski Lee |
Edizione | [2nd ed. 2018.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018 |
Descrizione fisica | 1 online resource (XIX, 433 p. 127 illus., 108 illus. in color.) |
Disciplina | 794.81526 |
Soggetto topico |
Computer games—Programming
Java (Computer program language) Game Development Java |
ISBN | 1-4842-3324-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Part I: Fundamental Concepts -- 1. Getting started with Java and LibGDX -- 2. The LibGDX Framework -- 3. Extending the Framework -- 4. Shoot-em-up games -- 5. Text and User Interfaces -- 6. Audio -- Part II: Intermediate Examples -- 7. Side-Scrolling Games -- 8. Bouncing and Collision Games -- 9. Drag and Drop Games -- 10. Tilemaps -- 11. Platform Games -- 12. Adventure Games -- Part III: Advanced Topics -- 13. Alternative Sources of User Input -- 14. Procedural Content Generation -- 15. Advanced Graphics -- 16. Introduction to 3D -- 17. The Journey Continues -- Appendix 1: Game Design Documentation -- Appendix 2: Summary of Java concepts needed for this book -- Appendix 3: JavaDoc for Extended Actor Classes. |
Record Nr. | UNINA-9910300363703321 |
Stemkoski Lee
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Lean Game Development [[electronic resource] ] : Apply Lean Frameworks to the Process of Game Development / / by Julia Naomi Rosenfield Boeira |
Autore | Rosenfield Boeira Julia Naomi |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
Descrizione fisica | 1 online resource (XVII, 150 p. 43 illus., 36 illus. in color.) |
Disciplina | 794.81536 |
Soggetto topico |
Computer games—Programming
Game Development |
ISBN | 1-4842-3216-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Introduction -- 2. First Steps with Lean -- 3. An Inception in Practice -- 4. MVPs- Do We Really Need Them? -- 5. Generating Hypotheses -- 6. Test-Driven Development -- 7. Continuous Integration -- 8. The World between Design and Build -- 9. Test, Code, Test -- 10. Measuring and Analyzing -- 11. Creating Ideas for Iterating -- Appendix A. More About Games -- Appendix B. Agile and Lean Techniques and Tools -- Appendix C. Engines. |
Record Nr. | UNINA-9910254852503321 |
Rosenfield Boeira Julia Naomi
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learn 2D Game Development with C# [[electronic resource] ] : For iOS, Android, Windows Phone, Playstation Mobile and More / / by Kelvin Sung, Jack Keng-Wei Chang, Rob Zhu, Jebediah Pavleas |
Autore | Sung Kelvin |
Edizione | [1st ed. 2013.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013 |
Descrizione fisica | 1 online resource (285 p.) |
Disciplina |
004
794.81526 |
Collana | The Expert's Voice in Game Development |
Soggetto topico |
Computer games—Programming
Software engineering Game Development Software Engineering/Programming and Operating Systems |
ISBN | 1-4302-6605-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
""Contents at a Glance""; ""Contents""; ""About the Authors""; ""About the Technical Reviewer""; ""Acknowledgments""; ""Introduction""; ""Chapter 1: Introducing 2D Game Development in C# ""; ""Downloading and Installing Development Tools""; ""Download and install the IDE: Visual Studio Express""; ""Download and install the game SDK: MonoGame Framework""; ""Download and install the asset builder: XNB Builder""; ""What Is Covered in This Book?""; ""What Is Not Covered in This Book?""; ""Technology References""; ""Chapter 2: Getting to Know the MonoGame Framework""
""The Visual Studio Development Environment""""Creating a MonoGame project in Visual Studio""; ""Troubleshooting: For Windows 8 machines only""; ""Troubleshooting: OpenGL error""; ""The Visual Studio layout and Solution Explorer""; ""The relationship between the file system and Solution Explorer""; ""Understanding the MonoGame Framework""; ""The Microsoft.Xna.Framework.Game Class""; ""Adding, Drawing, and Controlling Content""; ""The Draw and Control project""; ""Creating the Draw and Control project""; ""Wrapping Game Controller with the Keyboard""; ""The Input Wrapper project"" ""Creating the Input Wrapper project""""Summary""; ""Quick Reference""; ""Chapter 3: 2D Graphics, Coordinates, and Game State""; ""Introduction""; ""The Game Window""; ""The Game Window Size project""; ""Modifying the game window""; ""Textured Primitives""; ""The Textured Primitive project""; ""Creating the TexturedPrimitive class""; ""Adding TexturedPrimitive functionality and behavior""; ""Using the TexturedPrimitive class""; ""Observations""; ""Coordinate System and Camera""; ""The User-Defined Coordinate System project""; ""Understanding pixel space and user-defined space"" ""Creating a user-defined coordinate system""""Using the Camera class""; ""Font Output""; ""The Font Output project""; ""Creating the FontSupport class""; ""Using and observing the FontSupport class""; ""A Simple Game Object""; ""The Simple Game Object project""; ""Modifying the classes to include bounds support""; ""Adding collision detection support""; ""Creating the SoccerBall class""; ""Using the SoccerBall class""; ""Simple Game State""; ""The Simple Game State project""; ""Adding TexturedPrimitive collision detection support""; ""Creating a BasketBall class"" ""Creating the game state object""""Modifying Game1 to support the game state""; ""Summary""; ""Quick Reference""; ""Chapter 4: Getting Things Moving""; ""Rotating textures""; ""The Rotate Textured Primitive project""; ""Modifying the TexturedPrimitive class""; ""Modifying the GameState class""; ""Observing and testing the results""; ""Vectors""; ""Vector review""; ""The Show Vector project""; ""Creating the ShowVector class""; ""Modifying the GameState class""; ""Front direction""; ""The Front Direction project""; ""Modifying the GameState class""; ""Observing the results""; ""Game objects"" ""The Game Object project"" |
Record Nr. | UNINA-9910735391903321 |
Sung Kelvin
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learn RPGs in GameMaker: Studio [[electronic resource] ] : Build and Design Role Playing Games / / by Ben Tyers |
Autore | Tyers Ben |
Edizione | [1st ed. 2017.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
Descrizione fisica | 1 online resource (318 pages) : illustrations |
Disciplina | 794.81526 |
Collana | Technology in Action |
Soggetto topico |
Computer games—Programming
Multimedia systems Computer graphics Game Development Media Design Computer Graphics |
ISBN | 1-4842-2946-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Introduction -- 2. Alert Text Effect -- 3. Battle System -- 4. Boss Character’s Battle -- 5. Branching Dialogue -- 6. Coin System Shop -- 7. CutScene -- 8. Depth Based Graphics -- 9. Downloading Bonus Levels From Website -- 10. Drivable Vehicles -- 11. Enemy Path Finding -- 12. Foot Step Sounds -- 13. Hints & Tips -- 14. HUD -- 15. Inventory -- 16. Invincibility -- 17. Mini-Quests -- 18. Multiple Locations -- 19. Positional Audio -- 20. Respawn Points -- 21. Usable Items -- 22. Weapon Control -- 23. Zooming -- 24. Destructible Terrain -- 25. Dashing -- 26. Quest Completion -- 27. Road Builder -- 28. Character Progression -- 29. Party Mechanics -- 30. Day / Night Cycle -- 31. Puzzle Room -- 32. Treasure Hunting -- 33. Card Battle -- 34. Graphical Effects -- 35. Random Level Generation -- 36. Fishing Mini Game -- 37. Ship Mini Game -- 38. Dice Rolling -- 39. Mini Game and Dual View -- 40. Game End -- 41. Saving. |
Record Nr. | UNINA-9910254570103321 |
Tyers Ben
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learn Unity for Windows 10 Game Development [[electronic resource] /] / by Sue Blackman, Adam Tuliper |
Autore | Blackman Sue |
Edizione | [1st ed. 2016.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 |
Descrizione fisica | 1 online resource (XX, 572 p. 431 illus., 417 illus. in color.) |
Disciplina | 794.81526 |
Soggetto topico |
Computer games—Programming
Computer science Game Development Computer Science, general |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | The Unity Editor -- Unity Basics and Functionality -- Scripting with C# -- Importing Assets -- Prototyping the Navigation -- Experimenting with Functionality -- Creating the Environment -- Combining Assets and Functionality -- Audio and Special Effects -- GUI and Menus -- Rewards and Monetization -- Building for the Windows Store. |
Record Nr. | UNINA-9910156227403321 |
Blackman Sue
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learn Unity3D Programming with UnityScript [[electronic resource] ] : Unity's JavaScript for Beginners / / by Janine Suvak |
Autore | Suvak Janine |
Edizione | [1st ed. 2014.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 |
Descrizione fisica | 1 online resource (411 p.) |
Disciplina |
004
005.1/3 |
Collana | Technology in action |
Soggetto topico |
Computer games—Programming
Multimedia systems Game Development Media Design |
ISBN | 1-4302-6587-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Introduction; Chapter 1: Getting Started with Unity; What Is UnityScript ?; Prerequisites; Meet Unity; Setting Up the Development Environment; Getting Started with AngryBots; Game View ( +2); Hierarchy View ( +4); Scene View ( +1); Inspector ( +3); Project Panel ( +5); Console (SHIFT+ +C); Summary; Chapter 2: Game Programming 101; MonoDevelop; Variables and Functions; Conditionals; Boolean Logic and Conditionals; Loops; The for Loop; The while Loop; The do-while Loop; Coordinate Geometry and Vectors; Summary; Chapter 3: Making a Simple Scene
New Project, New SceneThe Game Object; Components; The Main Camera; Transform; Camera; Clear Flags; Background; Culling Mask; Projection; Field of View; Clipping Planes; Viewport Rect; Depth; Component Reference; GUILayer; Flare Layer; Audio Listener; Light; Common Light Properties; Color; Intensity; Cookie; Shadow Type (Pro Only); Draw Halo; Flare; Render Mode; Culling Mask; Lightmapping; Other Properties; Range; Spot Angle; The Cube; Transform; Mesh Filter; Box Collider; Mesh Renderer; Material; Prefabs; Summary; Chapter 4: Using Scripts and the GameObject; Scripts as Behavior Components Getting the Game StartedAwake; Start; Update; Scripting in Start; Color; Frame Rates; Time.deltaTime; Scripting in Update; User Input; Cleaning Up Your Code; Enabling and Disabling Components; Destroying Game Objects; Instantiation; Summary; Chapter 5: Moving the GameObject; Rotate; Editing Properties While Playtesting; Add User Interaction; Translate; Transform.position; Smoothing It Out with Lerp; Mecanim; I'm a Doctor, Not a . . . !; Modeling, Rigging, and Skinning; The Asset Store; Import a Character Model; Create and Configure the Avatar; Import the Animation Create an Animator ControllerRun Zombie Run; Run Like a Zombie; More Animations; Configure the Animations; Root Motion; OnAnimatorMove; Transitions; Any State; User Input and the Input Manager; Blend Trees; Don't Reinvent the Wheel; Summary; Chapter 6: Starting with Coding Physics; Rigidbodies; Rigidbody Properties; Controlling a Rigidbody with Forces; Colliders; OnCollision; The Other GameObject; Target Practice; Physic Materials; Bounciness; LookAt; Accessing Other Game Objects; Triggers; OnTrigger; Rapid Prototyping; Spawning and Spawn Points; Changing the Character Model; Summary Chapter 7: Using Advanced Physics ConceptsSetting Up the Obstacle Course; Lowering Platform Obstacle; Joints and the Pendulum Obstacle; Fixed Joint; Hinge Joint; Build the Pendulum Chain; Character Joint; Ragdoll Physics; Kill Zone; Spring Joint; Configurable Joint; Raycasting; Tags; Layers; Character Controller; Summary; Chapter 8: Particle Emitters and Special Effects; The Shuriken Particle System Engine; The Grand Entrance; Puff of Dust; Energy Burst; Particle Effect; Land With Force; Bomb Obstacle; Blizzard Obstacle; Laser Obstacle; Laser Emitter; Laser Beam; Tracer Fire Obstacle Projectile Prefab |
Record Nr. | UNINA-9910300660103321 |
Suvak Janine
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Berkeley, CA : , : Apress : , : Imprint : Apress, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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