Digital storytelling : content and application / / Şenay Sabah |
Autore | Sabah Şenay |
Pubbl/distr/stampa | London : , : IntechOpen, , 2023 |
Descrizione fisica | 1 online resource (xiv, 76 pages) : illustrations |
Disciplina | 006.7 |
Collana | IntechOpen series, 11 |
Soggetto topico |
Digital storytelling
Virtual reality - Computer programs |
ISBN | 1-83768-780-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Introductory Chapter: From Traditional to Digital Storytelling -- 2. Perspective Chapter: A New Space of Storytelling -- 3. Perspective Chapter: Storytelling in Developing Countries - Changing the Narrative from the Perspectives of Learners in the Digital Spaces -- 4. Perspective Chapter: Re-Inventing Communicative Spaces - A Study to Assess the Shift of Traditional Puppetry Artifacts into Computer-Mediated Objects -- 5. Perspective Chapter: The Creative Surrogate -- 6. Thumb.CAD: Essays on Technology, Design and Image. |
Record Nr. | UNINA-9910765542603321 |
Sabah Şenay | ||
London : , : IntechOpen, , 2023 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenSceneGraph 3.0 [[electronic resource] ] : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian |
Autore | Wang Rui |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Open Source, 2010 |
Descrizione fisica | 1 online resource (412 p.) |
Disciplina |
005.3
006.6 006.6869 |
Altri autori (Persone) | QianXuelei |
Soggetto topico |
Application program interfaces (Computer software)
Virtual reality - Computer programs Three-dimensional display systems Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN |
1-282-94775-3
9786612947759 1-84951-283-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard
Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures Time for action - analyzing the Cessna structure |
Record Nr. | UNINA-9910460282803321 |
Wang Rui | ||
Birmingham, U.K., : Packt Open Source, 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenSceneGraph 3.0 [[electronic resource] ] : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian |
Autore | Wang Rui (Software engineer) |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Open Source, 2010 |
Descrizione fisica | 1 online resource (412 p.) |
Disciplina |
005.3
006.6 006.6869 |
Altri autori (Persone) | QianXuelei |
Soggetto topico |
Application program interfaces (Computer software)
Virtual reality - Computer programs Three-dimensional display systems Computer graphics |
ISBN |
1-282-94775-3
9786612947759 1-84951-283-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard
Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures Time for action - analyzing the Cessna structure |
Record Nr. | UNINA-9910785402803321 |
Wang Rui (Software engineer) | ||
Birmingham, U.K., : Packt Open Source, 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
OpenSceneGraph 3.0 : beginner's guide : create high-performance virtual reality applications with OpenSceneGraph, one of the best 3D graphics engines / / Rui Wang, Xuelei Qian |
Autore | Wang Rui (Software engineer) |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham, U.K., : Packt Open Source, 2010 |
Descrizione fisica | 1 online resource (412 p.) |
Disciplina |
005.3
006.6 006.6869 |
Altri autori (Persone) | QianXuelei |
Soggetto topico |
Application program interfaces (Computer software)
Virtual reality - Computer programs Three-dimensional display systems Computer graphics |
ISBN |
1-282-94775-3
9786612947759 1-84951-283-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; Table of Contents; Preface; Chapter 1: The Journey into OpenSceneGraph; A quick overview of rendering middleware; Scene graphs; The Birth and development of OSG; Components; Why OSG?; Who uses OSG?; Have a quick taste; Time for action - say ""Hello World"" OSG style; Live in community; Summary; Chapter 2: Compilation and Installation of OpenSceneGraph; System requirements; Using the installer; Time for action - installing OSG; Running utilities; Time for action - playing with osgviewer; Using the project wizard
Time for action - creating your solution with one clickPrebuilts making trouble?; Cross-platform building; Starting CMake; Time for action - running CMake in GUI mode; Setting up options; Generating packages using Visual Studio; Time for action - building with a Visual Studio solution; Generating packages using gcc; Time for action - building with a UNIX makefile; Configuring environment variables; Summary; Chapter 3: Creating Your First OSG Program; Constructing your own projects; Time for action - building applications with CMake; Using a root node Time for action - improving the ""Hello World"" exampleUnderstanding memory management; ref_ptr and Referenced classes; Collecting garbage: why and how; Tracing the managed entities; Time for action - monitoring counted objects; Parsing command-line arguments; Time for action - reading the model filename from the; command line; Tracing with the notifier; Redirecting the notifier; Time for action - saving the log file; Summary; Chapter 4: Building Geometry Models; How OpenGL draws objects; Geode and Drawable classes; Rendering basic shapes; Time for action - quickly creating simple objects Storing array dataVertices and vertex attributes; Specifying drawing types; Time for action - drawing a colored quad; Indexing primitives; Time for action - drawing an octahedron; Using polygonal techniques; Time for action - tessellating a polygon; Rereading geometry attributes; Customizing a primitive functor; Time for action - collecting triangle faces; Implementing your own drawables; Using OpenGL drawing calls; Time for action - creating the famous OpenGL teapot; Summary; Chapter 5: Managing Scene Graph; The Group interface; Managing parent nodes Time for action - adding models to the scene graphTraversing the scene graph; Transformation nodes; Understanding the matrix; The MatrixTransform class; Time for action - performing translations of child nodes; Switch nodes; Time for action - switching between the normal and; damaged Cessna; Level-of-detail nodes; Time for action - constructing a LOD Cessna; Proxy and paging nodes; Time for action - loading a model at runtime; Customizing your own NodeKits; Time for action - animating the switch node; The visitor design pattern; Visiting scene graph structures Time for action - analyzing the Cessna structure |
Altri titoli varianti | Open Scene Graph 3.0 |
Record Nr. | UNINA-9910814483303321 |
Wang Rui (Software engineer) | ||
Birmingham, U.K., : Packt Open Source, 2010 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Unity virtual reality projects : learn virtual reality by developing more than 10 engaging projects with unity 2018 / / Jonathan Linowes |
Autore | Linowes Jonathan |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham ; ; Mumbai : , : Packt Publishing, , 2018 |
Descrizione fisica | 1 online resource (492 pages) |
Disciplina | 006.8 |
Soggetto topico | Virtual reality - Computer programs |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910794634903321 |
Linowes Jonathan | ||
Birmingham ; ; Mumbai : , : Packt Publishing, , 2018 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Unity virtual reality projects : learn virtual reality by developing more than 10 engaging projects with unity 2018 / / Jonathan Linowes |
Autore | Linowes Jonathan |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Birmingham ; ; Mumbai : , : Packt Publishing, , 2018 |
Descrizione fisica | 1 online resource (492 pages) |
Disciplina | 006.8 |
Soggetto topico | Virtual reality - Computer programs |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910808485303321 |
Linowes Jonathan | ||
Birmingham ; ; Mumbai : , : Packt Publishing, , 2018 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
VR developer gems / / William R. Sherman |
Autore | Sherman William R. |
Pubbl/distr/stampa | Boca Raton : , : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, , 2019 |
Descrizione fisica | 1 online resource (695 pages) |
Disciplina | 006.8 |
Soggetto topico | Virtual reality - Computer programs |
ISBN |
1-315-15776-4
1-351-65460-8 1-351-65461-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910793657003321 |
Sherman William R. | ||
Boca Raton : , : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, , 2019 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
VR developer gems / / William R. Sherman |
Autore | Sherman William R. |
Pubbl/distr/stampa | Boca Raton : , : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, , 2019 |
Descrizione fisica | 1 online resource (695 pages) |
Disciplina | 006.8 |
Soggetto topico | Virtual reality - Computer programs |
ISBN |
1-315-15776-4
1-351-65460-8 1-351-65461-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910799932103321 |
Sherman William R. | ||
Boca Raton : , : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, , 2019 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
VR developer gems / / William R. Sherman |
Autore | Sherman William R. |
Pubbl/distr/stampa | Boca Raton : , : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, , 2019 |
Descrizione fisica | 1 online resource (695 pages) |
Disciplina | 006.8 |
Soggetto topico | Virtual reality - Computer programs |
ISBN |
1-315-15776-4
1-351-65460-8 1-351-65461-6 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910823513803321 |
Sherman William R. | ||
Boca Raton : , : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, , 2019 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|