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Concise History of the Language Sciences: From the

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E. F. Konrad Koerner (Author)

Concise History of the Language Sciences: From the Sumerians to the Cognitivists

Editura: PERGAMON PR INC

Anul aparitiei: 1996

This book presents in a single volume a comprehensive history of the language sciences, from ancient times through to the twentieth century. While there has been a concentration on those traditions that have the greatest international relevance, a particular effort has been made to go beyond traditional Eurocentric accounts, and to cover a broad geographical spread. For the twentieth century a section has been devoted to the various trends, schools, and theoretical framework developed in Europe, North America and Australasia over the past seventy years. There has also been a concentration on those approaches in linguistic theory which can be expected to have some direct relevance to work being done at the beginning of the twenty-first century or those of which a knowledge is needed for the full understanding of the history of linguistic sciences through the last half of this century. The last section of this book reviews the applications of some of these findings. Based on the foundation provided by the award winning Encyclopedia of Language and Linguistics this volume provides an excellent focal point of reference for anyone interested in the history of the language sciences.

  

Transport Terminals and Modal Interchanges

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Christopher Blow (Author)

Transport Terminals and Modal Interchanges

Editura: CRC PR INC

Anul aparitiei: 2005

This is the first book to review a trend in transport systems which has only recently come of age: the multi-modal interchange. Separate modes of transport are being linked through ''joined-up thinking'', and transport designers and authorities are only now able to exploit interchange opportunities. This book presents examples of how these new opportunities have been planned and designed, and outlines how transfer and mobility can be improved in the future. Blow takes the airport as the focal point of true multi-modal passenger terminals and presents the development of these buildings as representing a new experience in travel. The book shows that the success of the experience of transferring from one mode of transport to another depends on the many factors, including congestion in an already overloaded system, and the way that designers and managers have addressed contingency planning. International examples are drawn from areas where mobility is most concentrated and the demands on design are at their highest. The book also addresses important issues of rebuilding and redevelopment, where once separate modes of transport are being linked to each other, and where short-term ...

  

Control of Human Parasitic Diseases

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David H. Molyneux (Editor)

Control of Human Parasitic Diseases

Editura: ACADEMIC PR INC

Anul aparitiei: 2006

Control of parasitic infections of humans has progressed rapidly over the last three decades. Such advances have resulted from focal disease control efforts based on historically effective interventions to new approaches to control following intensive research and pilot programs. Control of Human Parasitic Diseases focuses on the present state of control of the significant human parasitic infectious diseases. Includes the impact of recent research findings on control strategyDiscusses the health policy implications of these findings and the importance of evaluation and monitoringHighlights the lessons learned and the interactions between control programs and health systemsForeword by Jeffrey D. Sachs

  

Control of Human Parasitic Diseases

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David H. Molyneux (Editor)

Control of Human Parasitic Diseases

Editura: ACADEMIC PR INC

Anul aparitiei: 2007

Control of parasitic infections of humans has progressed rapidly over the last three decades. Such advances have resulted from focal disease control efforts based on historically effective interventions to new approaches to control following intensive research and pilot programs. Control of Human Parasitic Diseases focuses on the present state of control of the significant human parasitic infectious diseases. Includes the impact of recent research findings on control strategyDiscusses the health policy implications of these findings and the importance of evaluation and monitoringHighlights the lessons learned and the interactions between control programs and health systems

  

Immunopharmacology of Macrophages and Other

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Bruijnzeel-Koomen (Author)

Immunopharmacology of Macrophages and Other Antigen-Presenting Cells

Editura: ACADEMIC PR INC

Anul aparitiei: 1994

The consequences for diseases involving the immune system such as AIDS, and chronic inflammatory diseases such as bronchial asthma, rheumatoid arthritis, and atherosclerosis, now account for a considerable economic burden to governments worldwide. In response there has been an enormous research effort investigating the basic mechanisms underlying such diseases, and a tremendous drive to identify novel therapeutic applications for their prevention and treatment. Though a plethora of immunological studies have been published in recent years, little has been written about the implications of such research for drug development. As a consequence, this area has not gained the prominence of other new fields such as molecular pharmacology or neuropharmacology, and a focal information source for the many pharmacologists interested in diseases of the immune system remains unpublished.The Handbook of Immunopharmacology Series provides such a source through the commissioning of a comprehensive collection of volumes on all aspects of immunopharmacology. Editors have been sought after for each volume who are not only active in their respective areas of expertise, but who also have a distinctly ...

  

Immunopharmacology of Joints and Connective

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M. Elizabeth Davies (Author)

Immunopharmacology of Joints and Connective Tissues

Editura: ACADEMIC PR INC

Anul aparitiei: 1994

The consequences for diseases involving the immune system such as AIDS, and chronic inflammatory diseases such as bronchial asthma, rheumatoid athritis, and atherosclerosis, now account for a considerable economic burden to governments worldwide. In response there has been an enormous research effort investigating the basic mechanisms underlying such diseases, and a tremendous drive to identify novel therapeutic applications for their preventions and treatment. Though a plethora of immunological studies have been published in recent years, little has been written about the implications of such research for drug development. As a consequence, this area has not gained the prominence of other new fields such as molecular pharmacology or neuropharmacology, and a focal information source for many pharmacologists interested in diseases of the immune system remains unpublished. The Handbook of Immunopharmacology series provides such a source through the commissioning of a comprehensive collection of volumes on all aspects immunopharmacology. Editors have been sought after for each volume who are not only active in their respective areas of expertise, but who also have distinctly ...

  

3D Game Engine Design: A Practical Approach to

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David H. Eberly (Author)

3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics [With CDROM]

Editura: FOCAL PR

Anul aparitiei: 2006

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics--all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a ...

  

3D Game Engine Architecture: Engineering Real-Time

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David H. Eberly (Author)

3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic [With CD-ROM]

Editura: FOCAL PR

Anul aparitiei: 2004

A guide to the software engineering and programming of 3D engines. It talks about the process and shows how to construct the core elements of 3D systems, including data structures, the math system, and the object system. It explains how to manage data with scene graphs, how to build rendering and camera systems, and how to handle the details. Page dim. 240 x 194 x 40 Weight: 1800 grams

  

An Introduction to Mining Seismology

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Slawomir Jerzy Gibowicz (Author)

An Introduction to Mining Seismology

Editura: ACADEMIC PR INC

Anul aparitiei: 1994

An Introduction to Mining Seismology describes comprehensively the modern methods and techniques used to monitor and study seismicity and rockbursts in mines. Key case histories from various worldwide mining districts clearly illustrate and skillfully emphasize the practical aspects of mining seismology. This text is intended as a handbook for geophysicists and mining and rock mechanics engineers working at mines. It will also serve as an essential reference tool for seismologists working at research institutions on local seismicity not necessarily induced by mining. Presents a comprehensive description of seismicity induced by mining worldwideProvides information on optimum network planning and seismic event location procedures in deep minesCovers a broad array of topics including focal mechanism, moment tensor, and double-couple versus non-double-couple seismic events in minesIncludes data on source parameters and scaling relations for seismic events in mines

  

Real-Time Cameras: A Guide for Game Designers and

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Mark Haigh-Hutchinson (Author)

Real-Time Cameras: A Guide for Game Designers and Developers

Editura: FOCAL PR

Anul aparitiei: 2009

The control of cameras is as important in games as it is in cinema. This book discusses the key algorithms for camera control and shows how to implement them in code. It presents a practical approach to camera systems, introducing their theory, design, and implementation. It includes analysis of camera and control systems from games. Page dim. 240 x 197 x 34 Weight: 1086 grams

  

Digital Character Development: Theory and Practice

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Rob O'Neill (Author)

Digital Character Development: Theory and Practice

Editura: FOCAL PR

Anul aparitiei: 2008

Digital character development consumes a large percentage of the development time of every animated

  

A Survey of Cell Biology

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Kwang W. Jeon (Editor)

A Survey of Cell Biology

Editura: ACADEMIC PR INC

Anul aparitiei: 2007

International Review of Cytology presents current advances and comprehensive reviews in cell biology - both plant and animal. Authored by some of the foremost scientists in the field, each volume provides up-to-date information and directions for future research. Articles in this volume include Mechanisms of Gradient Detection: A Comparison of Axon Pathfinding with Eukaryotic Cell Migration; Leptin and the Regulation of Hypothalamic-Pituitary-Adrenal Axis; Focal Adhesion and p53 Signaling in Cancer Cells; Cell and Molecular Biology of the Spindle Matrix; Mitochondrial Biology and Disease in Dictyostelium; Oxytocin and the Human Prostate in Health and Disease.

  

Essential Mathematics for Games and Interactive

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James M. Van Verth (Author)

Essential Mathematics for Games and Interactive Applications: A Programmer's Guide [With CDROM]

Editura: FOCAL PR

Anul aparitiei: 2008

Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathemat

  

Game Feel: A Game Designer's Guide to Virtual

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Steve Swink (Author)

Game Feel: A Game Designer's Guide to Virtual Sensation

Editura: FOCAL PR

Anul aparitiei: 2008

"Game Feel" exposes "feel" as a hidden language in game design that no one has fully articulated yet. The language could be compared to the building blocks of music (time signatures, chord progressions, verse) - no matter the instruments, style or time period - these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game. The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book. The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the desiger can first experience the importance of that component by altering variables and ...

  

Game Usability: Advice from the Experts for

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Katherine Isbister (Author)

Game Usability: Advice from the Experts for Advancing the Player Experience

Editura: FOCAL PR

Anul aparitiei: 2008

Computers used to be for geeks. And geeks were fine with dealing with a difficult and finicky interface--they liked this--it was even a sort of badge of honor (e.g. the Unix geeks). But making the interface really intuitive and useful--think about the first Macintosh computers--took computers far far beyond the geek crowd. The Mac made HCI (human computer interaction) and usability very popular topics in the productivity software industry. Suddenly a new kind of experience was crucial to the success of software - the user experience. Now, 20 years later, developers are applying and extending these ideas to games.Game companies are now trying to take games beyond the 'hardcore' gamer market--the people who love challenge and are happy to master a complicated or highly genre-constrained interface. Right about now (with the growth of interest in casual games) game companies are truly realizing that usability matters, particularly to mainstream audiences. If it's not seamless and easy to use and engaging, players will just not stay to get to the 'good stuff'. By definition, usability is the ease with which people can emplo a particular tool in order to achieve a particular goal. ...

  

Artificial Intelligence for Games

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Ian Millington (Author)

Artificial Intelligence for Games

Editura: FOCAL PR

Anul aparitiei: 2009

Creating robust artificial intelligence is one of the greatest challenges for game developers, yet the commercial success of a game is often dependent upon the quality of the AI. In this book, Ian Millington brings extensive professional experience to the problem of improving the quality of AI in games. He describes numerous examples from real games and explores the underlying ideas through detailed case studies. He goes further to introduce many techniques little used by developers today. The book's associated web site contains a library of C++ source code and demonstration programs, and a complete commercial source code library of AI algorithms and techniques. "Artificial Intelligence for Games - 2nd edition" will be highly useful to academics teaching courses on game AI, in that it includes exercises with each chapter. It will also include new and expanded coverage of the following: AI-oriented gameplay; Behavior driven AI; Casual games (puzzle games).

  

Pervasive Games: Theory and Design

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Markus Montola (Author)

Pervasive Games: Theory and Design

Editura: FOCAL PR

Anul aparitiei: 2009

Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing.

  

Game Physics [With CDROM]

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David H. Eberly (Author)

Game Physics [With CDROM]

Editura: FOCAL PR

Anul aparitiei: 2010

Create physically realistic 3D Graphics environments with this introduction to the ideas and techniques behind the process. Author David H. Eberly includes simulations to introduce the key problems involved and then gradually reveals the mathematical and physical concepts needed to solve them. He then describes all the algorithmic foundations and uses code examples and working source code to show how they are implemented, culminating in a large collection of physical simulations. The book tackles the complex, challenging issues that other books avoid, including Lagrangian dynamics, rigid body dynamics, impulse methods, resting contact, linear complementarity problems, deformable bodies, mass-spring systems, friction, numerical solution of differential equations, numerical stability and its relationship to physical stability, and Verlet integration methods. This book even describes when real physics isn't necessary - and hacked physics will do.

  

Casual Game Design: Designing Play for the Gamer

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Gregory Trefry (Author)

Casual Game Design: Designing Play for the Gamer in All of Us

Editura: FOCAL PR

Anul aparitiei: 2010

From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and strategy they need to hook gamers. You will learn:

  

Maya Python for Games and Film: A Complete

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Adam Mechtley (Author)

Maya Python for Games and Film: A Complete Reference for Maya Python and the Maya Python API

Editura: FOCAL PR

Anul aparitiei: 2011

Maya Python for Games and Film is the first book to focus exclusively on how to implement Python with Maya. Written by trusted authorities in the field, this in-depth guide will help you master Maya Python, whether you're a seasoned technical artist looking to make the transition from MEL to Python or an aspiring artist not wanting to scramble for information.

  
 
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