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- Creating Q*bert : and other classic video arcade games / by Davis, Warren,Author(DLC)n 94005140 ;
The shaping of a young mind -- Entering wonderland -- The cubes game -- A noser is born -- The aftermath -- Us vs. Them -- Gottlieb's demise -- Williams and the dawn of digitization -- The premier years -- Return to Williams -- Last days in the funhouse -- Loose ends.Creating Q*bert and Other Classic Video Arcade Games takes you inside the video arcade game industry during the pivotal decades of the 1980s and 1990s. Warren Davis, the creator of the groundbreaking Q*bert, worked as a member of the creative teams who developed some of the most popular video games of all time, including Joust 2, Mortal Kombat, NBA Jam, and Revolution X. In a witty and entertaining narrative, Davis shares insightful stories that offer a behind-the-scenes look at what it was like to work as a designer and programmer at the most influential and dominant video arcade game manufacturers of the era, including Gottlieb, Williams/Bally/Midway, and Premiere. Likewise, the talented artists, designers, creators, and programmers Davis has collaborated with over the years reads like a who's who of video gaming history: Eugene Jarvis, Tim Skelly, Ed Boon, Jeff Lee, Dave Thiel, John Newcomer, George Petro, Jack Haeger, and Dennis Nordman, among many others. The impact Davis has had on the video arcade game industry is deep and varied. At Williams, Davis created and maintained the revolutionary digitizing system that allowed actors and other photo-realistic imagery to be utilized in such games as Mortal Kombat, T2, and NBA Jam. When Davis worked on the fabled Us vs. Them, it was the first time a video game integrated a live action story with arcade-style graphics. On the one-of-a-kind Exterminator, Davis developed a brand new video game hardware system, and created a unique joystick that sensed both omni-directional movement and rotation, a first at that time. For Revolution X, he created a display system that simulated a pseudo-3D environment on 2D hardware, as well as a tool for artists that facilitated the building of virtual worlds and the seamless integration of the artist's work into game code. Whether you're looking for insights into the Golden Age of Arcades, would like to learn how Davis first discovered his design and programming skills as a teenager working with a 1960's computer called a Monrobot XI, or want to get the inside scoop on what it was like to film the Rock and Roll Hall of Fame band Aerosmith for Revolution X, Davis' memoir provides a backstage tour of the arcade and video game industry during its most definitive and influential period.
- Subjects: Davis, Warren.; Video game designers; Computer programmers; Video games;
- Available copies: 1 / Total copies: 1
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- Technically amazing. by Film Ideas (Firm); Findaway World, LLC.(CARDINAL)345268; TMW Media Group.;
A day in Pixar: Spend a day at Pixar Studies and get to know the president of the studio, animators and supervisors of this innovation machine that has already released 12 movies and received more than $6 billion at the box-office. Hear the stories and learn what it takes to work for one of the world's most successful studios.Energy, biofuels from plants & algae: Our society has increasing demands for energy and fuel, so scientists are constantly working to increase the reliability and performance of renewable energy technology. A small percentage of renewable energy is created with biofuels. Common examples are ethanol and biodiesel. Ethanol is made from fermenting biomass, such as grasses, wood chips, poplar trees and select agricultural waste. Fermentation is the breakdown of sugar producing alcohol and carbon dioxide. This is the same process that yeasts and bacteria perform in making bread, beer, wine, and some cultured foods. Micro-algae are single-cell, photosynthetic organisms known for their rapid growth and high energy content, and are becoming an increasingly viable source in the production of liquid transportation biofuels. Using the sun's energy, these microorganisms combine carbon dioxide with water, creating biomass more efficiently and rapidly than terrestrial plants. Oil-rich micro-algae strains are capable of producing the feedstock for a number of transportation fuels (biodiesel, "green" diesel, gasoline, and jet fuel) while mitigating the effects of carbon dioxide released from sources such as power plants. This program investigates new technologies at algae facilites, and explains the processes behind their cutting-edge micro-algae to fuel processes.Engineering: prosthetic innovations: Scientists and engineers have made great strides in recent years with prosthetics and orthotics. In this program we discuss how designers simulate the anatomy and physiology of missing limbs. Though some prosthetics are simple and minimally functional, others are complex bionic artificial limbs with improved designs, using advanced hydraulics, lightweight materials such as carbon fiber and computer microprocessors and sensors. This program will highlight how advances in prosthetics have improved life for people with certain injuries and disabilities.Meteorology, studying severe weather: Extreme weather events can cause widespread damage resulting in billions of dollars of losses. Recent events, such as blizzards, hurricanes, and droughts have been exceptionally devastating as a result of several environmental factors. The convergence of several weather systems and the right atmospheric conditions sometimes result in the "perfect storm." This issue examines the factors behind catastrophic weather. It explains El Nino and La Nina, which are instigators of many unusual climactic events around the globe. These phenomena impact ocean temperatures, wind patterns and other atmospheric conditions. Other intense storms, such as Hurricane Sandy, result from the interaction of low pressure systems, which affect the direction and strength of the storm.Technology - Engineering: Dummy & Robot Heroes: The Wonders of Technology, Genetic Engineering, Biotechnology Science series covers subjects from Robots, Transportation, Agricultural Science, Science in the Third World, Making Plants Grow Plastic & New Miracles from Science. Students will develop a basic understanding of the fundamentals of Technology and work their way up to more complex subjects. As human stand-ins, dummies and their mobile counterparts, robots have been sparing us risk to life and limb and saving our lives for decades. Perhaps the best known examples of these are crash test dummies, which have allowed automotive engineers to analyze what happens to the human body in collisions. The information obtained in these tests has helped them design safety advances like seat belts, child car seats, air bags and cars that absorb the greater energy of a crash impact. This program shows the growing sophistication of dummies and robots as well as their use in many fields of product and safety testing, disaster and rescue training, manufacturing and hazardous materials handling. Includes suggestions for careers in this field of study.Understanding clouds, meteorological wonders: Meteorologists studying the microphysical processes of clouds are learning more about what occurs naturally inside clouds. By increasing fundamental knowledge of complex cloud structure and the chemical and electrical mechanisms that trigger changes, weather and climate forecast models improve. Scientists and geophysicists are utilizing the newest technology to explore known and speculative information about cloud structures and mechanisms.Ages 10+.Grades 5+.
- Subjects: Children's films.; Educational films.; Pixar (Firm); Science; Robotics; Robots; Mechanical engineering; Meteorology; Children's stories; Computer animation;
- Available copies: 1 / Total copies: 1
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- The VR book : human-centered design for virtual reality / by Jerald, Jason,author.(CARDINAL)849970;
Includes bibliographical references (pages 541-566) and index.Part I. Introduction and background : What is virtual reality? : The definition of virtual reality ; VR is communication ; What is VR good for? -- A history of VR : The 1800s ; The 1900s ; The 2000s -- An overview of various realities : Forms of reality ; Reality systems -- Immersion, presence, and reality trade-offs : Immersion ; Presence ; Illusions of presence ; Reality trade-offs -- The basics: design guidelines : Introduction and background ; VR is communication ; An overview of various realities ; Immersion, presence, and reality trade-offs.Part II. Perception : Objective and subjective reality : Reality is subjective ; Perceptual illusions -- Perceptual models and processes : Distal and proximal stimuli ; Sensation vs. perception ; Bottom-up and top-down processing ; Afference and efference ; Iterative perceptual processing ; The subconscious and conscious ; Visceral, behavioral, reflective, and emotional processes ; Mental models ; Neuro-linguistic programming -- Perceptual modalities : Sight ; Hearing ; Touch ; Proprioception ; Balance and physical motion ; Smell and taste ; Multimodal perceptions -- Perception of space and time : Space perception ; Time perception ; Motion perception -- Perceptual stability, attention, and action : Perceptual constancies ; Adaptation ; Attention ; Action -- Perception: design guidelines : Objective and subjective reality ; Perceptual models and processes ; Perceptual modalities ; Perception of space and time ; Perceptual stability, attention, and action.Part III. Adverse health effects : Motion sickness : Scene motion ; Motion sickness and vection ; Theories of motion sickness ; A unified model of motion sickness -- Eye strain, seizures, and aftereffects : Accommodation-vergence conflict ; Binocular-occlusion conflict ; Flicker ; Aftereffects -- Hardware challenges : Physical fatigue ; Headset fit ; Injury ; Hygiene -- Latency : Negative effects of latency ; Latency thresholds ; Delayed perception as a function of dark adaptation ; Sources of delay ; Timing analysis -- Measuring sickness : The Kennedy simulator sickness questionnaire ; Postural stability ; Physiological measures -- Summary of factors that contribute to adverse effects : System factors ; Individual user factors ; Application design factors ; Presence vs. motion sickness -- Examples of reducing adverse effects : Optimize adaptation ; Real-world stabilized cues ; Manipulate the world as an object ; Leading indicators ; Minimize visual accelerations and rotations ; Ratcheting ; Delay compensation ; Motion platforms ; Reducing gorilla arm ; Warning grids and fade-outs ; Medication -- Adverse health effects: design guidelines : Hardware ; System calibration ; Latency reduction ; General design ; Motion design ; Interaction design ; Usage ; Measuring sickness.Part IV. Content creation : High-level concepts of content creation : Experiencing the story ; The core experience ; Conceptual integrity ; Gestalt perceptual organization -- Environmental design : The scene ; Color and lighting ; Audio ; Sampling and aliasing ; Environmental wayfinding aids ; Real-world content -- Affecting behavior : Personal wayfinding aids ; Center of action ; Field of view ; Casual vs. high-end VR ; Characters, avatars, and social networking -- Transitioning to VR content creation : Paradigm shifts from traditional development to VR development ; Reusing existing content -- Content creation: design guidelines : High-level concepts of content creation ; Environmental design ; Affecting behavior ; Transitioning to VR content creation.Part V. Interaction : Human-centered interaction : Intuitiveness ; Norman's principles of interaction design ; Direct vs. indirect interaction ; The cycle of interaction ; The human hands -- VR interaction concepts : Interaction fidelity ; Proprioceptive and egocentric interaction ; Reference frames ; Speech and gestures ; Modes and flow ; Multimodal interaction ; Beware of sickness and fatigue ; Visual-physical conflict and sensory substitution -- Input devices : Input device characteristics ; Classes of hand input devices ; Classes of non-hand input devices -- Interaction patterns and techniques : Selection patterns ; Manipulation patterns ; Viewpoint control patterns ; Indirect control patterns ; Compound patterns -- Interaction: design guidelines : Human-centered interaction ; VR interaction concepts ; Input devices ; Interaction patterns and techniques.Part VI. Iterative design : Philosophy of iterative design : VR is both an art and a science ; Human-centered design ; Continuous discovery through iteration ; There is no one way, processes are project dependent ; Teams -- The define stage : The vision ; Questions ; Assessment and feasibility ; High-level design considerations ; Objectives ; Key players ; Time and costs ; Risks ; Assumptions ; Project constraints ; Personas ; User stories ; Storyboards ; Scope ; Requirements -- The make stage : Task analysis ; Design specification ; System considerations ; Simulation ; Networked environments ; Prototypes ; Final production ; Delivery -- The learn stage : Communication and attitude ; Research concepts ; Constructivist approaches ; The scientific method ; Data analysis -- Iterative design: design guidelines : Philosophy of iterative design ; The define stage ; The make stage ; The learn stage.Part VII. The future starts now : The present and future state of VR : Selling VR to the masses ; Culture of the VR community ; Communication ; Standards and open source ; Hardware ; The convergence of AR and VR -- Getting started -- Appendix A. Example questionnaire -- Appendix B. Example interview guidelines -- Glossary.Virtual reality (VR) can provide our minds with direct access to digital media in a way that seemingly has no limits. However, creating compelling VR experiences is an incredibly complex challenge. When VR is done well, the results are brilliant and pleasurable experiences that go beyond what we can do in the real world. When VR is done badly, not only do users get frustrated, but they can get sick. There are many causes of bad VR; some failures come from the limitations of technology, but many come from a lack of understanding perception, interaction, design principles, and real users. This book discusses these issues by emphasizing the human element of VR. The fact is, if we do not get the human element correct, then no amount of technology will make VR anything more than an interesting tool confined to research laboratories. Even when VR principles are fully understood, the first implementation is rarely novel and almost never ideal due to the complex nature of VR and the countless possibilities that can be created. The VR principles discussed in this book will enable readers to intelligently experiment with the rules and iteratively design toward innovative experiences.
- Subjects: Human-computer interaction.; Virtual reality.;
- Available copies: 1 / Total copies: 1
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- Engineering curiosities. by Findaway World, LLC.(CARDINAL)345268;
Aeronautics: the science of flight: Strength and stability are important factors in airplane or space vehicle design. Engineers create vehicles that are strong enough to fly effectively and efficiently by using specific materials and structures that are lightweight and durable. Important decisions are made regarding the materials that are used to make the fuselage, wings, tail, and engine. Many airplane materials are now made of composite materials that are lightweight, yet stronger than most metals. This issue shows how aircraft manufacturers are utilizing materials such as carbon fiber along with aluminum and titanium to engineer aircraft. The boom in aeronautics and commercial aviation came when thousands of pilots were released from military service after World War II and the potential for using aircraft as an affordable and convenient method of transportation led to the creation of airline companies eager to capitalize on this emerging and untapped market. The Boeing 707 was introduced in 1958 as the first widely used passenger jet and laid the foundation for Boeing's steady rise in the jet airliner market. More recent models, including the the 787 Dreamliner, have improved aerodynamics, advances in engine technology, better fuel consumption, and improved cabin features. Since NASA no longer flies people and cargo to the International Space Station it is turning to private companies. Virgin Galactic's Space Ship One and Space Ship Two along with SpaceX's Dragon show how private companies are moving into commercial spaceflight with new advances in aeronautics.Chemistry: metallurgy: Metallurgy is the study of the extraction, refining, alloying and fabrication of metals and of their structure and properties. Metallurgy can be described as a sub-set of "materials science" -- the study of physical and chemical behavior of metals and alloys. This program discusses metal's role in our control of the environment. Advances in agriculture, warfare, transport, even cookery are impossible without metal, as was the entire Industrial Revolution--from steam to electricity.Engineering: fueling a greener planet: Revolutionary changes are taking place in the automobile industry. The standard petroleum gasoline fueled engine has some new competition from gas-electric hybrids, electric vehicles, hydrogen fuel cell vehicles, natural gas vehicles and even some automobiles that get some of their power from the Sun.Engineering: prosthetic innovations: Scientists and engineers have made great strides in recent years with prosthetics and orthotics. In this program we discuss how designers simulate the anatomy and physiology of missing limbs. Though some prosthetics are simple and minimally functional, others are complex bionic artificial limbs with improved designs, using advanced hydraulics, lightweight materials such as carbon fiber and computer microprocessors and sensors. This program will highlight how advances in prosthetics have improved life for people with certain injuries and disabilities.Engineering: the future of graphene: Over the last hundred years the world has witnessed amazing advances in the fields of technology, energy, sports and medicine. However, few discoveries have shown the versatility or potential as graphene. Graphene is a tightly packed layer of carbon atoms that are bonded together in a hexagonal honeycomb lattice and are the basic structural element of other allotropes, including graphite, charcoal, and carbon nanotubes. In this program we will learn how a thin layer of pure carbon just one atom thick can be 100 times stronger than steel by weight and has the potential to revolutionize electronics.Introduction to robotic technology: People have a lot of different ideas about what the future will be like. Will there be flying cars? Will people live on the Moon? One thing that most people agree on is that robots will probably be very important. So let's have a look at robots--how they work, how they're made and how they're going to change the world. Robot technology is already changing our World. This program provides an easy-to-understand introduction to the history and applications of robots, along with the basic principles of robot Control Theory and engineering. Robots are some of the most complicated machines to have ever been made, but the basic principles of how they work can be quite easy to understand. Robot designs can be broken down into two different general types: Open Loop and Closed Loop. Open-loop robots repeat the same sequence of pre-programmed actions, no matter what. This type is commonly used by industrial robots, or other robots that only do one job in a very structured environment. They can be very easy to make, since they only do one thing. Closed-loop systems are much more complicated. Instead of just going through a list of pre-programmed actions, the robot looks at the world around it and changes its behavior depending on what it sees. Subjects covered include: A brief history of Robots, how Robots work, types of Robots, the Future of Robots.Skyscraper: reaching the skies: Architects and construction engineers are building taller, larger and smarter by inventing new materials that are lightweight, robust and sturdy. The 21st century skyscraper is being tailored to the demands of location-specific environments/ecosystems and to anticipate extreme weather. This issue centers on the construction of the Burj Dubai -- the tallest man-made structure in the world. The 162 floors of the Burj Dubai soar to 818 meters.Ages 10+.Grades 5+.
- Subjects: Educational films.; Children's films.; Engineering; Chemistry; Aeronautics; Robotics;
- Available copies: 1 / Total copies: 1
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Results 71 to 74 of 74 | « previous