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Mastering Autodesk Revit MEP 2013 [[electronic resource] /] / Don Bokmiller, Plamen Hristov, Simon Whitbread
Mastering Autodesk Revit MEP 2013 [[electronic resource] /] / Don Bokmiller, Plamen Hristov, Simon Whitbread
Autore Bokmiller Don
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : WIley Pub. Inc., c2012
Descrizione fisica 1 online resource (722 p.)
Disciplina 720.28/40285536
720.285
Altri autori (Persone) HristovPlamen
WhitbreadSimon <1962->
Collana Autodesk Official Training Guide
Soggetto topico Architectural design - Data processing
Plumbing drafting
Soggetto genere / forma Electronic books.
ISBN 1-118-72208-6
1-118-46136-3
1-283-54042-8
9786613852878
1-118-46756-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Mastering Autodesk® Revit® Mep 2013; Contents; Part 1 General Project Setup; Chapter 1 Exploring the User Interface; The Ribbon; Tabs; Contextual Tabs; Family Editor Tabs; Customizing the Ribbon; Quick Access Toolbar; User Interface Features; Options Bar; Properties Palette; View Control Bar; Status Bar; Info Center; Exchange Apps; User Interface Control; Menus and Settings; Keyboard Shortcuts; Graphics; Context Menus; The Bottom Line; Chapter 2 Creating an Effective Project Template; Understanding Templates; Understanding the Project Browser Organization
Determining Which Views Are Grouped TogetherSorting Views within Groups; Determining the Number and Types of Views Needed; Number of Levels; Plan Types; Creating a Working View; Choosing How to Display Each View; Visibility Settings for Template Views; Visibility Settings Shortcut: View Templates; Schedule Views; Establishing Project Settings; Object Styles; Drafting Line Settings; Export Settings; Annotation Styles; Project Units; Project Phases; Defining Preloaded Content and Its Behavior; Annotation Families; Component Families; System Families; MEP Settings; Creating Sheet Standards
TitleblocksSheet Organization; Preset Sheets; The Bottom Line; Chapter 3 Worksets and Worksharing; Understanding Central Files; Creating a Central File; Creating a New Workset; Working with Local Files; Creating a Local File; Synchronizing a Local File with the Central File; Managing and Using the Power of Worksets; Taking Ownership of Worksets; Working with Model Elements and Their Worksets; Controlling Visibility and Worksets; Enhancing Communication; The Bottom Line; Chapter 4 Project Collaboration; Preparing Your Files for Sharing; Working with Linked Revit Files; Linking Revit Files
Using Shared CoordinatesManaging Revit Links; Controlling Visibility of Revit Links; Coordinating Elements within Shared Models; Monitoring Elements; Responding to Change Alerts; Reconciling Hosting; Maintaining Project Coordination; Working with Files from Other Applications; Linking CAD Files; Exporting Your Revit File to a CAD Format; Using Image Files in a Revit Project; Setting Options for Quality Control; Using Autodesk® Revit® Server; The Bottom Line; Chapter 5 Multiplatform Interoperability: Working with 2D and 3D Data; 2D Data Types; MicroStation 2D DGN; DXF
2D Data for Standard Details2D Data for Plans Sections and Elevations; 3D Data Types; Revit Project File; Revit Family File; ADSK; IFC; AutoCAD DWG; SketchUp; Point Clouds; The Bottom Line; Chapter 6 Parameters; Understanding Parameter Properties; Parameter Naming; Type Parameters; Instance Parameters; Parameter Discipline, Type, and Grouping; Using Parameters in Families; Dimensional Parameters Lock Function; Parameter Types; Type Catalogs; Formulas; Coded Parameters; Lookup Tables; Using Shared Parameters; Using Parameters in Projects; Project Parameters; Parameters in Schedules
Creating and Using Parameters in Families and Schedules
Record Nr. UNINA-9910465421803321
Bokmiller Don  
Indianapolis, IN, : WIley Pub. Inc., c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering Autodesk Revit MEP 2013 [[electronic resource] /] / Don Bokmiller, Plamen Hristov, Simon Whitbread
Mastering Autodesk Revit MEP 2013 [[electronic resource] /] / Don Bokmiller, Plamen Hristov, Simon Whitbread
Autore Bokmiller Don
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : WIley Pub. Inc., c2012
Descrizione fisica 1 online resource (722 p.)
Disciplina 720.28/40285536
720.285
Altri autori (Persone) HristovPlamen
WhitbreadSimon <1962->
Collana Autodesk Official Training Guide
Soggetto topico Architectural design - Data processing
Plumbing drafting
ISBN 1-118-72208-6
1-118-46136-3
1-283-54042-8
9786613852878
1-118-46756-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Mastering Autodesk® Revit® Mep 2013; Contents; Part 1 General Project Setup; Chapter 1 Exploring the User Interface; The Ribbon; Tabs; Contextual Tabs; Family Editor Tabs; Customizing the Ribbon; Quick Access Toolbar; User Interface Features; Options Bar; Properties Palette; View Control Bar; Status Bar; Info Center; Exchange Apps; User Interface Control; Menus and Settings; Keyboard Shortcuts; Graphics; Context Menus; The Bottom Line; Chapter 2 Creating an Effective Project Template; Understanding Templates; Understanding the Project Browser Organization
Determining Which Views Are Grouped TogetherSorting Views within Groups; Determining the Number and Types of Views Needed; Number of Levels; Plan Types; Creating a Working View; Choosing How to Display Each View; Visibility Settings for Template Views; Visibility Settings Shortcut: View Templates; Schedule Views; Establishing Project Settings; Object Styles; Drafting Line Settings; Export Settings; Annotation Styles; Project Units; Project Phases; Defining Preloaded Content and Its Behavior; Annotation Families; Component Families; System Families; MEP Settings; Creating Sheet Standards
TitleblocksSheet Organization; Preset Sheets; The Bottom Line; Chapter 3 Worksets and Worksharing; Understanding Central Files; Creating a Central File; Creating a New Workset; Working with Local Files; Creating a Local File; Synchronizing a Local File with the Central File; Managing and Using the Power of Worksets; Taking Ownership of Worksets; Working with Model Elements and Their Worksets; Controlling Visibility and Worksets; Enhancing Communication; The Bottom Line; Chapter 4 Project Collaboration; Preparing Your Files for Sharing; Working with Linked Revit Files; Linking Revit Files
Using Shared CoordinatesManaging Revit Links; Controlling Visibility of Revit Links; Coordinating Elements within Shared Models; Monitoring Elements; Responding to Change Alerts; Reconciling Hosting; Maintaining Project Coordination; Working with Files from Other Applications; Linking CAD Files; Exporting Your Revit File to a CAD Format; Using Image Files in a Revit Project; Setting Options for Quality Control; Using Autodesk® Revit® Server; The Bottom Line; Chapter 5 Multiplatform Interoperability: Working with 2D and 3D Data; 2D Data Types; MicroStation 2D DGN; DXF
2D Data for Standard Details2D Data for Plans Sections and Elevations; 3D Data Types; Revit Project File; Revit Family File; ADSK; IFC; AutoCAD DWG; SketchUp; Point Clouds; The Bottom Line; Chapter 6 Parameters; Understanding Parameter Properties; Parameter Naming; Type Parameters; Instance Parameters; Parameter Discipline, Type, and Grouping; Using Parameters in Families; Dimensional Parameters Lock Function; Parameter Types; Type Catalogs; Formulas; Coded Parameters; Lookup Tables; Using Shared Parameters; Using Parameters in Projects; Project Parameters; Parameters in Schedules
Creating and Using Parameters in Families and Schedules
Record Nr. UNINA-9910791707103321
Bokmiller Don  
Indianapolis, IN, : WIley Pub. Inc., c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Mastering Autodesk Revit MEP 2013 [[electronic resource] /] / Don Bokmiller, Plamen Hristov, Simon Whitbread
Mastering Autodesk Revit MEP 2013 [[electronic resource] /] / Don Bokmiller, Plamen Hristov, Simon Whitbread
Autore Bokmiller Don
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : WIley Pub. Inc., c2012
Descrizione fisica 1 online resource (722 p.)
Disciplina 720.28/40285536
720.285
Altri autori (Persone) HristovPlamen
WhitbreadSimon <1962->
Collana Autodesk Official Training Guide
Soggetto topico Architectural design - Data processing
Plumbing drafting
ISBN 1-118-72208-6
1-118-46136-3
1-283-54042-8
9786613852878
1-118-46756-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Mastering Autodesk® Revit® Mep 2013; Contents; Part 1 General Project Setup; Chapter 1 Exploring the User Interface; The Ribbon; Tabs; Contextual Tabs; Family Editor Tabs; Customizing the Ribbon; Quick Access Toolbar; User Interface Features; Options Bar; Properties Palette; View Control Bar; Status Bar; Info Center; Exchange Apps; User Interface Control; Menus and Settings; Keyboard Shortcuts; Graphics; Context Menus; The Bottom Line; Chapter 2 Creating an Effective Project Template; Understanding Templates; Understanding the Project Browser Organization
Determining Which Views Are Grouped TogetherSorting Views within Groups; Determining the Number and Types of Views Needed; Number of Levels; Plan Types; Creating a Working View; Choosing How to Display Each View; Visibility Settings for Template Views; Visibility Settings Shortcut: View Templates; Schedule Views; Establishing Project Settings; Object Styles; Drafting Line Settings; Export Settings; Annotation Styles; Project Units; Project Phases; Defining Preloaded Content and Its Behavior; Annotation Families; Component Families; System Families; MEP Settings; Creating Sheet Standards
TitleblocksSheet Organization; Preset Sheets; The Bottom Line; Chapter 3 Worksets and Worksharing; Understanding Central Files; Creating a Central File; Creating a New Workset; Working with Local Files; Creating a Local File; Synchronizing a Local File with the Central File; Managing and Using the Power of Worksets; Taking Ownership of Worksets; Working with Model Elements and Their Worksets; Controlling Visibility and Worksets; Enhancing Communication; The Bottom Line; Chapter 4 Project Collaboration; Preparing Your Files for Sharing; Working with Linked Revit Files; Linking Revit Files
Using Shared CoordinatesManaging Revit Links; Controlling Visibility of Revit Links; Coordinating Elements within Shared Models; Monitoring Elements; Responding to Change Alerts; Reconciling Hosting; Maintaining Project Coordination; Working with Files from Other Applications; Linking CAD Files; Exporting Your Revit File to a CAD Format; Using Image Files in a Revit Project; Setting Options for Quality Control; Using Autodesk® Revit® Server; The Bottom Line; Chapter 5 Multiplatform Interoperability: Working with 2D and 3D Data; 2D Data Types; MicroStation 2D DGN; DXF
2D Data for Standard Details2D Data for Plans Sections and Elevations; 3D Data Types; Revit Project File; Revit Family File; ADSK; IFC; AutoCAD DWG; SketchUp; Point Clouds; The Bottom Line; Chapter 6 Parameters; Understanding Parameter Properties; Parameter Naming; Type Parameters; Instance Parameters; Parameter Discipline, Type, and Grouping; Using Parameters in Families; Dimensional Parameters Lock Function; Parameter Types; Type Catalogs; Formulas; Coded Parameters; Lookup Tables; Using Shared Parameters; Using Parameters in Projects; Project Parameters; Parameters in Schedules
Creating and Using Parameters in Families and Schedules
Record Nr. UNINA-9910819443003321
Bokmiller Don  
Indianapolis, IN, : WIley Pub. Inc., c2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Autore Rettig Pascal K
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : WIley Pub. Inc., 2012
Descrizione fisica 1 online resource (554 p.)
Disciplina 006.3
794.81526
Altri autori (Persone) KarlinsDavid
WilsonBrad
Soggetto topico HTML (Document markup language)
Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-118-42144-2
1-283-59246-0
9786613904911
1-118-30133-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes
Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js
SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging
SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary
Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus
Adding Physics with Box2D
Record Nr. UNINA-9910465253103321
Rettig Pascal K  
Indianapolis, IN, : WIley Pub. Inc., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Autore Rettig Pascal K
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : WIley Pub. Inc., 2012
Descrizione fisica 1 online resource (554 p.)
Disciplina 006.3
794.81526
Altri autori (Persone) KarlinsDavid
WilsonBrad
Soggetto topico HTML (Document markup language)
Video games - Programming
ISBN 1-118-42144-2
1-283-59246-0
9786613904911
1-118-30133-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes
Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js
SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging
SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary
Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus
Adding Physics with Box2D
Record Nr. UNINA-9910792090903321
Rettig Pascal K  
Indianapolis, IN, : WIley Pub. Inc., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Professional HTML5 mobile game development [[electronic resource] /] / Pascal Rettig, David Karlins, Brad Wilson
Autore Rettig Pascal K
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : WIley Pub. Inc., 2012
Descrizione fisica 1 online resource (554 p.)
Disciplina 006.3
794.81526
Altri autori (Persone) KarlinsDavid
WilsonBrad
Soggetto topico HTML (Document markup language)
Video games - Programming
ISBN 1-118-42144-2
1-283-59246-0
9786613904911
1-118-30133-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Professional HTML5 Mobile Game Development; About the Author; Acknowledgments; Contents; Introduction; Part I: Diving In; Chapter 1: Flying Before You Walk; Introduction; Building a Complete Game in 500 Lines; Adding the Boilerplate HTML and CSS; Getting Started with Canvas; Creating Your Game's Structure; Loading the SpriteSheet; Creating the Game Object; Adding a Scrolling Background; Putting in a Title Screen; Adding a Protagonist; Summary; Chapter 2: Making It a Game; Introduction; Creating the GameBoard Object; Firing Missiles; Adding Enemies; Refactoring the Sprite Classes
Handling CollisionsRepresenting Levels; Summary; Chapter 3: Finishing Up and Going Mobile; Introduction; Adding Touch Controls; Maximizing the Game; Adding a Score; Making It a Fair Fight; Summary; Part II: Mobile HTML5; Chapter 4: HTML5 for Mobile; Introduction; Capturing a Brief History of HTML5; Using HTML5 The Right Way; Considering HTML5 from a Game Perspective; Considering HTML5 from a Mobile Perspective; Surveying the Mobile Browser Landscape; Summary; Chapter 5: Learning Some Helpful Libraries; Introduction; Learning JavaScript Libraries; Starting with jQuery; Using Underscore.js
SummaryChapter 6: Being a Good Mobile Citizen; Introduction; Responding to Device Capabilities; Dealing with Browser Resizing, Scrolling, and Zooming; Configuring Your App for the iOS Home Screen; Taking Mobile Performance into Consideration; Adapting to Limited Bandwidth and Storage; Going Offline Completely with Application Cache; Summary; Part III: JavaScript Game Dev Basics; Chapter 7: Learning about Your HTML5 Game Development Environment; Introduction; Picking an Editor; Exploring the Chrome Developer Tools; Debugging JavaScript; Profiling and Optimizing Your Code; Mobile Debugging
SummaryChapter 8: Running JavaScript on the Command Line; Introduction; Learning About Node.js; Installing Node; Installing and Using Node Modules; Creating Your Own Script; Writing a Sprite-Map Generator; Summary; Chapter 9: Bootstrapping the Quintus Engine: Part I; Introduction; Creating a Framework for a Reusable HTML5 Engine; Adding the Game Loop; Adding Inheritance; Supporting Events; Supporting Components; Summary; Chapter 10: Bootstrapping the Quintus Engine: Part II; Introduction; Accessing a Game Container Element; Capturing User Input; Loading Assets; Summary
Chapter 11: Bootstrapping the Quintus Engine: Part IIIIntroduction; Defining SpriteSheets; Adding Sprites; Setting the Stage with Scenes; Finishing Blockbreak; Summary; Part IV: Building Games with CSS3 and SVG; Chapter 12: Building Games with CSS3; Introduction; Deciding on a Scene Graph; Implementing DOM Support; Summary; Chapter 13: Crafting a CSS3 RPG; Introduction; Creating a Scrolling Tile Map; Building the RPG; Summary; Chapter 14: Building Games with SVG and Physics; Introduction; Understanding SVG Basics; Working with SVG from JavaScript; Adding SVG Support to Quintus
Adding Physics with Box2D
Record Nr. UNINA-9910818137303321
Rettig Pascal K  
Indianapolis, IN, : WIley Pub. Inc., 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui