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Digital storytelling : content and application / / Şenay Sabah
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
Opac: Controlla la disponibilità qui
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
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
Opac: Controlla la disponibilità qui
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
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
Opac: Controlla la disponibilità qui
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
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
Opac: Controlla la disponibilità qui
Unity virtual reality projects : learn virtual reality by developing more than 10 engaging projects with unity 2018 / / Jonathan Linowes
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
Opac: Controlla la disponibilità qui
Unity virtual reality projects : learn virtual reality by developing more than 10 engaging projects with unity 2018 / / Jonathan Linowes
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
Opac: Controlla la disponibilità qui
VR developer gems / / William R. Sherman
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
Opac: Controlla la disponibilità qui
VR developer gems / / William R. Sherman
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
Opac: Controlla la disponibilità qui
VR developer gems / / William R. Sherman
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
Opac: Controlla la disponibilità qui