3-D Space Mazes

3-D Space Mazes

Author: P. A. Heuser

Publisher: Courier Corporation

Published: 1996-01-01

Total Pages: 50

ISBN-13: 0486287726

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The third dimension adds an extra element of interest and excitement to these 36 puzzling labyrinths. The convoluted constructions dare maze travelers to find their way over, under, around and through the Tubes, Diving-Bell, Holey Chip, Ring, Limbo, Starship and many other challenging corridors. Includes instructions and solutions.Dover Original.


Mazes in Videogames

Mazes in Videogames

Author: Alison Gazzard

Publisher: McFarland

Published: 2013-05-01

Total Pages: 191

ISBN-13: 0786467940

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From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.


A Casual Revolution

A Casual Revolution

Author: Jesper Juul

Publisher: MIT Press

Published: 2012-02-10

Total Pages: 261

ISBN-13: 0262517396

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How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them. Important Notice: The digital edition of this book is missing some of the images found in the physical edition.


Computer Games

Computer Games

Author: Diane Carr

Publisher: Polity

Published: 2006-03-31

Total Pages: 219

ISBN-13: 074563401X

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Computer games are one of the most exciting and rapidly evolving media of our time. Revenues from console and computer games have now overtaken those from Hollywood movies; and online gaming is one of the fastest-growing areas of the internet. Games are no longer just kids' stuff: the majority of players are now adults, and the market is constantly broadening. The visual style of games has become increasingly sophisticated, and the complexities of game-play are ever more challenging. Meanwhile, the iconography and generic forms of games are increasingly influencing a whole range of other media, from films and television to books and toys. This book provides a systematic, comprehensive introduction to the analysis of computer and video games. It introduces key concepts and approaches drawn from literary, film and media theory in an accessible and concrete manner; and it tests their use and relevance by applying them to a small but representative selection of role-playing and action-adventure games. It combines methods of textual analysis and audience research, showing how the combination of such methods can give a more complete picture of these playable texts and the fan cultures they generate. Clearly written and engaging, it will be a key text for students in the field and for all those with an interest in taking games seriously.


Virtual World Design

Virtual World Design

Author: Ann Cudworth

Publisher: CRC Press

Published: 2014-07-15

Total Pages: 398

ISBN-13: 1466579668

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Learn How to Create Immersive Virtual EnvironmentsWritten by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come to


Robotics Research

Robotics Research

Author: Antonio Bicchi

Publisher: Springer

Published: 2017-07-24

Total Pages: 712

ISBN-13: 3319609165

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ISRR, the "International Symposium on Robotics Research", is one of robotics pioneering Symposia, which has established over the past two decades some of the field's most fundamental and lasting contributions. This book presents the results of the seventeenth edition of "Robotics Research" ISRR15, offering a collection of a broad range of topics in robotics. The content of the contributions provides a wide coverage of the current state of robotics research.: the advances and challenges in its theoretical foundation and technology basis, and the developments in its traditional and new emerging areas of applications. The diversity, novelty, and span of the work unfolding in these areas reveal the field's increased maturity and expanded scope and define the state of the art of robotics and its future direction.


Computer-Human Interaction. Cognitive Effects of Spatial Interaction, Learning, and Ability

Computer-Human Interaction. Cognitive Effects of Spatial Interaction, Learning, and Ability

Author: Theodor Wyeld

Publisher: Springer

Published: 2015-04-13

Total Pages: 243

ISBN-13: 3319169408

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This book constitutes the thoroughly refereed post-conference proceedings of the 25th Australian Conference on Computer-Human Interaction, OzCHI 2013, held in Adelaide, SA, Australia, in November 2013. The 11 revised extended papers were carefully reviewed and selected from 192 submissions and cover topics on multi-dimensional interaction; video gaming; spatial learning; and physical spatial interaction.


Innovation and Technology Enhancing Mathematics Education

Innovation and Technology Enhancing Mathematics Education

Author: Eleonora Faggiano

Publisher: Springer

Published: 2017-10-14

Total Pages: 258

ISBN-13: 3319614886

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This book addresses key issues of Technology and Innovation(s) in Mathematics Education, drawing on heterogeneous ways of positioning about innovation in mathematical practice with technology. The book offers ideas and meanings of innovation as they emerge from the entanglement of the various researchers with the mathematical practice, the teacher training program, the student learning and engagement, or the research method that they are telling stories about. The multiple theoretical or empirical perspectives capture a rich landscape, in which the presence of digital technology entails the emergence of new practices, techniques, environments and devices, or new ways of making sense of technology in research, teaching and learning.


Seeing Red

Seeing Red

Author: Jose P. Zagal

Publisher: MIT Press

Published: 2024-05-14

Total Pages: 185

ISBN-13: 0262361841

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The curious history, technology, and technocultural context of Nintendo’s short-lived stereoscopic gaming console, the Virtual Boy. With glowing red stereoscopic 3D graphics, the Virtual Boy cast a prophetic hue: Shortly after its release in 1995, Nintendo's balance sheet for the product was "in the red" as well. Of all the innovative long shots the game industry has witnessed over the years, perhaps the most infamous and least understood was the Virtual Boy. Why the Virtual Boy failed, and where it succeeded, are questions that video game experts José Zagal and Benj Edwards explore in Seeing Red, but even more interesting to the authors is what the platform actually was: what it promised, how it worked, and where it fit into the story of gaming. Nintendo released the Virtual Boy as a standalone table-top device in 1995—and quickly discontinued it after lackluster sales and a lukewarm critical reception. In Seeing Red, Zagal and Edwards examine the device's technical capabilities, its games, and the cultural context in the US in the 1990s when Nintendo developed and released the unusual console. The Virtual Boy, in their account, built upon and extended an often-forgotten historical tradition of immersive layered dioramas going back 100 years that was largely unexplored in video games at the time. The authors also show how the platform's library of games conveyed a distinct visual aesthetic style that has not been significantly explored since the Virtual Boy's release, having been superseded by polygonal 3D graphics. The platform's meaning, they contend, lies as much in its design and technical capabilities and affordances as it does in an audience's perception of those capabilities. Offering rare insight into how we think about video game platforms, Seeing Red illustrates where perception and context come, quite literally, into play.