Move, Connect, Play

Move, Connect, Play

Author: Jason Nemer

Publisher: St. Martin's Essentials

Published: 2022-04-19

Total Pages: 332

ISBN-13: 1250774187

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Move, Connect, Play is a book detailing the core principles of Acroyoga, a practice that melds the spectacle of circus arts with the healing power of massage and the breathwork of yoga. Get ready to learn how to fly. AcroYoga is a movement practice that combines the balance and connection of yoga with the fitness and intensity of acrobatics, as well as the holistic healing power of physical therapy. People come to it for all kinds of reasons—they may have chronic pain and are looking for a long-term solution to manage it, they may want to lose weight, gain muscle or increase their mobility, or maybe they just want to experience it with their friends or partners to deepen their relationships. Some even just want to have some fun together. In Move, Connect, Play, pounder of AcroYoga International Jason Nemer shares the core principles of AcroYoga for athletic performance and for life, as well as 10 key areas of training (strength, flexibility, technique, balance, breath, gravity, relationships, mental, emotional, and sustainability). He also offers specific exercises and routines for how to train safely and effectively in each area. This is a book that millions of AcroYogis around the world have long been waiting for, and one that is an essential read for high-performance athletes, weekend health warriors, and spiritual seekers alike.


How Games Move Us

How Games Move Us

Author: Katherine Isbister

Publisher: MIT Press

Published: 2017-10-27

Total Pages: 187

ISBN-13: 0262534452

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An engaging examination of how video game design can create strong, positive emotional experiences for players—with examples from popular, indie, and art games. This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience. Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train. Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.


Hex Strategy

Hex Strategy

Author: Cameron Browne

Publisher: CRC Press

Published: 2009-12-01

Total Pages: 384

ISBN-13: 1000762769

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Hex Strategy is the first book to offer a comprehensive look at the game of Hex, from its history and mathematical underpinnings to discussions of advanced playing techniques. This is first and foremost a book on strategy aimed at providing sufficient knowledge to play the game at any level desired. Numerous examples illustrate an algorithmic approach to the game. Hex Strategy is a book for board game enthusiasts, recreational mathematicians and programmers, or simply those who enjoy games and puzzles.


Computational Intelligence in Games

Computational Intelligence in Games

Author: Norio Baba

Publisher: Physica

Published: 2012-08-11

Total Pages: 172

ISBN-13: 379081833X

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The most powerful computers in the world are not only used for scientific research, defence, and business, but also in game playing. Computer games are a multi-billion dollar industry. Recent advances in computational intelligence paradigms have generated tremendous interest among researchers in the theory and implementation of games. Game theory is a branch of operational research dealing with decision theory in a competitive situation. Game theory involves the mathematical calculations and heuristics to optimize the efficient lines of play. This book presents a sample of the most recent research on the application of computational intelligence techniques in games. This book contains 7 chapters. The first chapter, by Chen, Fanelli, Castellano, and Jain, is an introduction to computational intelligence paradigms. It presents the basics of the main constituents of compu tational intelligence paradigms including knowledge representation, probability-based approaches, fuzzy logic, neural networks, genetic algorithms, and rough sets. In the second chapter, Chellapilla and Fogel present the evolution of a neural network to play checkers without human expertise. This chapter focuses on the use of a population of neural networks, where each network serves as an evaluation function to describe the quality of the current board position. After only a little more than 800 generations, the evolutionary process has generated a neural network that can play checkers at the expert level as designated by the u.s. Chess Federation rating system. The program developed by the authors has also competed well against commercially available software.


So You Want to Play Go? Level 1

So You Want to Play Go? Level 1

Author: Jonathan Hop

Publisher: Lulu.com

Published: 2008-06-01

Total Pages: 224

ISBN-13: 0982910606

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This book is aimed at someone who knows little to nothing about the game of Go. Perhaps you've seen glimpses of it in popular media or maybe you have a friend who is a Go enthusiast, and would just like to learn more about how he or she spends their Thursday evenings. This publication will not only take you through the basics of the rules and strategy, but also you can learn a lot about the culture surrounding this game and its 4000 year old history.


KI 2007: Advances in Artificial Intelligence

KI 2007: Advances in Artificial Intelligence

Author: Joachim Hertzberg

Publisher: Springer Science & Business Media

Published: 2007-08-30

Total Pages: 525

ISBN-13: 3540745645

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This book constitutes the thoroughly refereed proceedings of the 30th Annual German Conference on Artificial Intelligence, KI 2007, held in Osnabrück, Germany, September 2007. The papers are organized in topical sections on cognition and emotion, semantic Web, analogy, natural language, reasoning, ontologies, spatio-temporal reasoning, machine learning, spatial reasoning, robot learning, classical AI problems, and agents.


ODROID Magazine

ODROID Magazine

Author:

Publisher: Hardkernel, Ltd

Published: 2015-08-01

Total Pages: 31

ISBN-13:

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Table of Contents 6 PS3 Wireless Controllers: Your Drivers for Wireless Fun 7 Building Android on the ODROID-C1: A Walkthrough for Compiling KitKat 9 Linux Gaming: Super Puzzle Fighter II Turbo 10 ODROID-XU4: A Fresh Look at Our Newest Board 12 Grails: The Groovy Version of Ruby on Rails 16 Using BuildRoot: Create a Simple Media Player 18 ODROID-C1 User Manual: A Guide for All Expertise Levels 19 Stepmania: Dancing Entertainment 22 Linux Gaming: Rare Gaming Gems - Part 2 26 Fruit MIDI: Building a Grape Piano 29 ODROID Magazine: Now Available on Google Play Store 30 Meet an ODROIDian: Nicole C. Scott, Multi-Faceted Artist and Social Media Guru


An Invitation to Abstract Mathematics

An Invitation to Abstract Mathematics

Author: Béla Bajnok

Publisher: Springer Science & Business Media

Published: 2013-05-13

Total Pages: 437

ISBN-13: 1461466369

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This undergraduate textbook is intended primarily for a transition course into higher mathematics, although it is written with a broader audience in mind. The heart and soul of this book is problem solving, where each problem is carefully chosen to clarify a concept, demonstrate a technique, or to enthuse. The exercises require relatively extensive arguments, creative approaches, or both, thus providing motivation for the reader. With a unified approach to a diverse collection of topics, this text points out connections, similarities, and differences among subjects whenever possible. This book shows students that mathematics is a vibrant and dynamic human enterprise by including historical perspectives and notes on the giants of mathematics, by mentioning current activity in the mathematical community, and by discussing many famous and less well-known questions that remain open for future mathematicians. Ideally, this text should be used for a two semester course, where the first course has no prerequisites and the second is a more challenging course for math majors; yet, the flexible structure of the book allows it to be used in a variety of settings, including as a source of various independent-study and research projects.


Connection Games

Connection Games

Author: Cameron Browne

Publisher: CRC Press

Published: 2018-04-04

Total Pages: 414

ISBN-13: 1000065332

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A comprehensive study of the connection game genre, Connection Games provides a survey of known connection games while exploring common themes and strategies. This book aims to impose some structure on this increasingly large family of games, and to define exactly what constitutes a connection game. Key games are examined in detail and complete rul