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Adventures In Steam Computers
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Book Synopsis Adventures in STEAM: Computers by : Claudia Martin
Download or read book Adventures in STEAM: Computers written by Claudia Martin and published by Wayland. This book was released on 2019-12-12 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Take a look at how computers are designed, how engineers program them and how all the data in computers is held. Find out about memory, outputs and inputs, explore amazing feats of computing such as the web, artificial intelligence and virtual reality and imagine what computers might be able to do in the future. Test your understanding with fun activities, such as writing your own program using a programming language such as Scratch. Inject some fun into STEAM topics, with these lively examinations of buildings, robots, computers, vehicles, materials and space! This bright, colourful series aims to inspire children aged 8 and up with a lifelong love of STEAM subjects.
Book Synopsis Arthur's Computer Disaster by : Marc Brown
Download or read book Arthur's Computer Disaster written by Marc Brown and published by . This book was released on 2020-02 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: Arthur disobeys his mother by playing his favorite game on her computer, which leads to a lesson in taking responsibility for one's actions.
Book Synopsis Adventures in STEAM: Space by : Richard Spilsbury
Download or read book Adventures in STEAM: Space written by Richard Spilsbury and published by Wayland. This book was released on 2019-10-24 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Find out all about the wonders of space, from Earth and the Moon, to the solar system, Milky Way and beyond! Discover how rockets overcome gravity to blast into space, how spacesuits protect astronauts on space walks and how rovers and probes explore planets that are many light years from Earth. Test your understanding with fun projects such as designing your own reusable spacecraft and microgravity gym. Inject some fun into STEAM topics, with these lively examinations of buildings, robots, computers, vehicles, materials and space! This bright, colourful new series aims to inspire children with a lifelong love of STEAM subjects.
Download or read book Computers written by Claudia Martin and published by Capstone. This book was released on 2018-08 with total page 49 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides a look at how computers are designed, how engineers program them and how all the data in computers is held.
Download or read book Dagon written by H. P. Lovecraft and published by Lindhardt og Ringhof. This book was released on 2020-09-02 with total page 11 pages. Available in PDF, EPUB and Kindle. Book excerpt: The man is addicted to morphine, and can think of nothing but death. Only morphine has made his life barely tolerable. He is in this fragile mental state because of the things that happened in the past; because of the things he was forced to encounter. During the First World War he ended up alone on an island – an island that was pure horror. ‘Dagon’ is a horror short story written by H. P. Lovecraft. It was first published in 1917. H.P. Lovecraft (1890–1937) was an American horror writer. His best known works include ‘The Call of Cthulhu’ and ‘the Mountains of Madness’. Most of his work was originally published in pulp magazines, and Lovecraft rose into fame only after his death at the age of 46. He has had a great influence in both horror and science fiction genres.
Book Synopsis Adventures in STEAM: Vehicles by : Georgia Amson-Bradshaw
Download or read book Adventures in STEAM: Vehicles written by Georgia Amson-Bradshaw and published by Wayland. This book was released on 2019-12-12 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Take a look at how aeroplanes are designed, how they take off and how engineers make sure they stay up in the sky. Find out about cars, trains, boats and helicopters, explore remarkable vehicles from self-driving cars to maglev trains and space rovers, and admire some of the world's most iconic cars. Test your understanding with fun projects such as making your own mini-maglev from plastic bricks and magnets. Inject some fun into STEAM topics, with these lively examinations of buildings, robots, computers, vehicles, materials and space! This bright, colourful new series aims to inspire children with a lifelong love of STEAM subjects.
Book Synopsis Adventures in STEAM: Materials by : Claudia Martin
Download or read book Adventures in STEAM: Materials written by Claudia Martin and published by Wayland. This book was released on 2020-02-11 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Materials are all around us! Investigate the many different forms that materials take, from chunky solids to runny liquids, and find out how materials are used according to their unique properties. Explore how materials are changed by chemical reactions, how important it is to recycle materials and discover some famous inventors whose visions have transformed the world we live in. Test your understanding with fun projects, such as making a chemical volcano. Inject some fun into STEAM topics, with these lively examinations of buildings, robots, computers, vehicles, materials and space! This bright, colourful series aims to inspire children aged 8 and up with a lifelong love of STEAM subjects.
Book Synopsis Japanese Role-Playing Games by : Rachael Hutchinson
Download or read book Japanese Role-Playing Games written by Rachael Hutchinson and published by Rowman & Littlefield. This book was released on 2022-04-11 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.
Book Synopsis The CRPG Book: A Guide to Computer Role-Playing Games by : Felipe Pepe
Download or read book The CRPG Book: A Guide to Computer Role-Playing Games written by Felipe Pepe and published by . This book was released on 2019-09 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.
Download or read book Life Is A Game written by Mev Dinc and published by Mevlut Dinc. This book was released on 2021-08-22 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: Life Is A Game tracks the fascinating life and successful career of legendary game developer Mev Dinc. The story begins in a mountainous Black Sea village; his father left him and his mother when Mev was only six months old, and with no home and thrown into poverty, they were left to survive the harsh winters alone. By the time he'd arrived in the UK in 1979, he had an English wife but couldn't speak a word of English. He then bought a ZX Spectrum in 1983 without any desire to use it. But through his resilience and ingrained will to overcome any obstacles, he learned to speak English, and taught himself programming and game development - all in two years! The rest, as they say, is history! This incredible story shows how Mev Dinc came from these humble beginnings and ended up becoming an award-winning developer, a member of BAFTA and the founding father of the Turkish Gaming Sector. This intriguing rags-to-riches tale will inspire as much as it entertains. "Mev is a legend!" - Jon Dean. "A fantastic career" - Steve Merrett "I'm proud of Mev's achievements" - Jon Hare. "I both admire and hold Mev as a dear friend." - Charles Cecil "A true Turkish Gaming Legend" - Ulas Karademir
Download or read book Game Preview written by Nicolae Sfetcu and published by Nicolae Sfetcu. This book was released on 2014-05-04 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc. While many different subdivisions have been proposed, anthropologists classify games under three major headings, and have drawn some conclusions as to the social bases that each sort of game requires. They divide games broadly into, games of pure skill, such as hopscotch and target shooting; games of pure strategy, such as checkers, go, or tic-tac-toe; and games of chance, such as craps and snakes and ladders. A guide for game preview and rules: history, definitions, classification, theory, video game consoles, cheating, links, etc.
Book Synopsis The Publishing Challenge for Independent Video Game Developers by : Odile Limpach
Download or read book The Publishing Challenge for Independent Video Game Developers written by Odile Limpach and published by CRC Press. This book was released on 2020-02-04 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: Professor Odile Limpach gives independent developers everything they need to succeed in the world of video game publishing. The Publishing Challenge for Independent Video Game Developers: A Practical Guide defines what game publishing means for the indie developer and offers a concise framework to tackle the decision of whether to self-publish or not. Furthermore, the text establishes a catalogue of current known publishers with some salient characteristics and offers a list of useful publishing tools. Along with showcasing testimonials from several young and seasoned developers on their experiences with publishing and partners and recommendations from renown experts of the industry, this book offers tools, platforms, and guides to game publishing. Key features: Provides a broad overview of the game publishing market Explores criteria for choosing between a publishing partner or self-publishing Offers case studies and testimonials from indie game developers and publishers about the process. Professor Odile Limpach teaches economics and entrepreneurship at the Cologne Game Lab, TH Köln (Technical University of Cologne). She is also co-founder of the Acceleration Program SpielFabrique 360° and works as a Strategic Consultant for games and serious game projects. Between 2007 and 2014, she was the managing director of the German entertainment software studio Ubisoft Blue Byte. Before, she was the managing director of Ubisoft GmbH. She graduated from business school Institut Commercial de Nancy in France and completed her MBA in the United States. Odile Limpach is also involved as a volunteer in the areas of vocational training and acts as a German partner for Games for Change Europe. Furthermore, she acts as an advisor (Conseiller du Commerce Extérieur) for the French Ministry for International Business Development.
Download or read book Video Games written by Kathy Ceceri and published by Nomad Press. This book was released on 2015-09-21 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: Catch a glimpse inside a school bus and you’ll see lots of kids looking down. What are they doing? They’re deciding on strategy, building cities, setting traps for monsters, sharing resources, and nurturing critical relationships. Over 90 percent of kids ages 2–17 play video games. In Video Games: Design and Code Your Own Adventure, young readers learn why games are so compelling and what ancient games such as mancala have in common with modern games like Minecraft. Kids will even create their very own video games using software such as MIT's Scratch! Using a familiar, high-interest subject, Video Games introduces foundation subjects such as geometry, physics, probability, and psychology in a practical framework. Building Tetris pieces out of Rice Crispie Treats and designing board games are some of the hands-on projects that engage readers’ building skills, while writing actual game code opens digital doors readers may not have known existed.
Download or read book Invisible Digital written by Aylish Wood and published by Bloomsbury Publishing USA. This book was released on 2024-01-11 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: Invisible Digital helps us makes sense of something we cannot see by presenting an innovative approach to digital images and digital culture. At its heart is a novel method for exploring software used in the creation of moving images as markers of converging cultural, organizational and technological influences. The three main case studies of Invisible Digital are the animated feature Moana (2016) and the computer games No Man's Sky (2016) and Everything (2017). All three were created using procedural techniques: simulation software for Moana, and procedural content generation for No Man's Sky and Everything. Production culture disclosures associated with procedural techniques often emphasize the influences of automated systems and their algorithms, making them ideal for a study that interrogates digital processes. The approach of Invisible Digital is informed by relational theories and the concept of entanglement based on materialist perspectives, combined with insights from work that more explicitly interrogates algorithms and algorithmic culture. Aylish Wood employs the notion of assemblages to introduce the concept of material-cultural narratives. Using this conceptual framework, she draws out material-cultural narratives for each case study to demonstrate what they reveal about software and digital culture. These analyses of software provide a widely applicable method through which moving image studies can contribute more fully to the wider and growing debates about algorithmic culture.
Book Synopsis Adventures in STEAM: Buildings by : Izzi Howell
Download or read book Adventures in STEAM: Buildings written by Izzi Howell and published by Wayland. This book was released on 2019-10-24 with total page 32 pages. Available in PDF, EPUB and Kindle. Book excerpt: Take a look at how skyscrapers were designed, how engineers make sure they stay upright and how the science of gravity means they don't fall down. Find out about scale, plans and perspective, explore interesting architecture from bridges and tunnels to cathedrals and stadiums, and admire the work of some of the world's most famous architects. Try activities such as designing your own skyscraper using marshmallows and spaghetti. Inject some fun into STEAM topics, with these lively examinations of buildings, robots, computers, vehicles, materials and space! This bright, colourful new series aims to inspire children aged 8 and up with a lifelong love of STEAM subjects.
Book Synopsis Using Digital Games as Assessment and Instruction Tools by : Ryan L, Schaaf
Download or read book Using Digital Games as Assessment and Instruction Tools written by Ryan L, Schaaf and published by Solution Tree Press. This book was released on 2015-05-11 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: Combine hard work and deep fun in classrooms with digital game–based learning. Students of the always-on generation gain information through different tools and learn differently than generations before them. Discover how to incorporate digital games and use them to craft engaging, academically applicable classroom activities that address content standards and revitalize learning for both teachers and students.
Book Synopsis Computer Games Designer by : Mark Featherstone
Download or read book Computer Games Designer written by Mark Featherstone and published by Heinemann-Raintree Library. This book was released on 2014 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: People young and old love playing computer games, but what goes into making them? From simple games created by one person, to big blockbusters made by a huge team, there is an amazing range of games. Find out what's involved in developing computer games, the tools and skills you need, and the difficulties of managing a complex process.