MIDI

MIDI

Author: Joseph Rothstein

Publisher: A-R Editions, Inc.

Published: 1995-01-01

Total Pages: 290

ISBN-13: 0895793091

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Blueprints Visual Scripting for Unreal Engine

Blueprints Visual Scripting for Unreal Engine

Author: Marcos Romero

Publisher: Packt Publishing Ltd

Published: 2019-08-23

Total Pages: 366

ISBN-13: 1789348420

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Publisher's note: This edition from 2019 is based on Unreal Engine 4 and does not make use of the most recent Unreal Engine features. A new third edition, updated for Unreal Engine 5 blueprints including new topics, such as implementing procedural generation and creating a product configurator, has now been published. Key FeaturesDesign a fully functional game in UE4 without writing a single line of codeImplement visual scripting to develop gameplay mechanics, UI, visual effects, VR and artificial intelligenceDeploy your game on multiple platforms and share it with the worldBook Description Blueprints is the visual scripting system in Unreal Engine that enables programmers to create baseline systems and can be extended by designers. This book helps you explore all the features of the Blueprint Editor and guides you through using Variables, Macros, and Functions. You'll also learn about object-oriented programming (OOP) and discover the Gameplay Framework. In addition to this, you'll learn how Blueprint Communication allows one Blueprint to access information from another Blueprint. Later chapters will focus on building a fully functional game using a step-by-step approach. You'll start with a basic first-person shooter (FPS) template, and each chapter will build on the prototype to create an increasingly complex and robust game experience. You'll then progress from creating basic shooting mechanics to more complex systems, such as user interface elements and intelligent enemy behavior. The skills you will develop using Blueprints can also be employed in other gaming genres. In the concluding chapters, the book demonstrates how to use arrays, maps, enums, and vector operations. Finally, you'll learn how to build a basic VR game. By the end of this book, you'll have learned how to build a fully functional game and will have the skills required to develop an entertaining experience for your audience. What you will learnUnderstand programming concepts in BlueprintsCreate prototypes and iterate new game mechanics rapidlyBuild user interface elements and interactive menusUse advanced Blueprint nodes to manage the complexity of a gameExplore all the features of the Blueprint editor, such as the Components tab, Viewport, and Event GraphGet to grips with object-oriented programming (OOP) concepts and explore the Gameplay FrameworkLearn Virtual Reality development with UE BlueprintWho this book is for This book is for anyone who is interested in developing games or applications with UE4. Although basic knowledge of Windows OS is required, experience in programming or UE4 is not necessary.


Electronic Music Machines

Electronic Music Machines

Author: Jean-Michel Réveillac

Publisher: John Wiley & Sons

Published: 2019-07-30

Total Pages: 382

ISBN-13: 1786303256

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Since 1960, with the advent of musical electronics, composers and musicians have been using ever more sophisticated machines to create sonic material that presents innovation, color and new styles: electro-acoustic, electro, house, techno, etc. music. The music of Pierre Henry, Kraftwerk, Pink Floyd, Daft Punk and many others has introduced new sounds, improbable rhythms and a unique approach to composition and notation. Electronic machines have become essential: they have built and influenced the music of the most recent decades and set the trend for future productions. This book explores the theory and practice related to the different machines which constitute the universe of musical electronics, omitting synthesizers which are treated in other works. Sequencers, drum machines, samplers, groove machines and vocoders from 1960 to today are studied in their historical, physical and theoretical context. More detailed approaches to the Elektron Octatrack sequencer-sampler and the Korg Electribe 2 groove machine are also included.


Artificial Intelligence Applications and Innovations

Artificial Intelligence Applications and Innovations

Author: Ilias Maglogiannis

Publisher: Springer Nature

Published: 2023-05-31

Total Pages: 606

ISBN-13: 3031341112

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This two-volume set of IFIP-AICT 675 and 676 constitutes the refereed proceedings of the 19th IFIP WG 12.5 International Conference on Artificial Intelligence Applications and Innovations, AIAI 2023, held in León, Spain, during June 14–17, 2023. This event was held in hybrid mode. The 75 regular papers and 17 short papers presented in this two-volume set were carefully reviewed and selected from 185 submissions. The papers cover the following topics: Deep Learning (Reinforcement/Recurrent Gradient Boosting/Adversarial); Agents/Case Based Reasoning/Sentiment Analysis; Biomedical - Image Analysis; CNN - Convolutional Neural Networks YOLO CNN; Cyber Security/Anomaly Detection; Explainable AI/Social Impact of AI; Graph Neural Networks/Constraint Programming; IoT/Fuzzy Modeling/Augmented Reality; LEARNING (Active-AutoEncoders-Federated); Machine Learning; Natural Language; Optimization-Genetic Programming; Robotics; Spiking NN; and Text Mining /Transfer Learning.


Author:

Publisher: Delene Kvasnicka

Published:

Total Pages: 75

ISBN-13:

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Knowledge and Systems Engineering

Knowledge and Systems Engineering

Author: Van Nam Huynh

Publisher: Springer Science & Business Media

Published: 2013-10-01

Total Pages: 422

ISBN-13: 3319027417

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The field of Knowledge and Systems Engineering (KSE) has experienced rapid development and inspired many applications in the world of information technology during the last decade. The KSE conference aims at providing an open international forum for presentation, discussion and exchange of the latest advances and challenges in research of the field. These proceedings contain papers presented at the Fifth International Conference on Knowledge and Systems Engineering (KSE 2013), which was held in Hanoi, Vietnam, during 17–19 October, 2013. Besides the main track of contributed papers, which are compiled into the first volume, the conference also featured several special sessions focusing on specific topics of interest as well as included one workshop, of which the papers form the second volume of these proceedings. The book gathers a total of 68 papers describing recent advances and development on various topics including knowledge discovery and data mining, natural language processing, expert systems, intelligent decision making, computational biology, computational modeling, optimization algorithms, and industrial applications.


Elevating Game Experiences with Unreal Engine 5

Elevating Game Experiences with Unreal Engine 5

Author: Gonçalo Marques

Publisher: Packt Publishing Ltd

Published: 2022-09-23

Total Pages: 760

ISBN-13: 1803248092

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Get hands-on with game development tools and techniques in this illustrated guide to build a game project using the latest version of Unreal Engine and C++, two of the most widely used tools in the game industry Key Features Kickstart your career or develop a new hobby by learning game development with Unreal Engine 5 and C++ Learn techniques to prototype and develop your own ideas with key images printed in color Reinforce your skills with project-based learning by building a series of games from scratch Book DescriptionImmerse yourself in the Unreal game projects with this book, written by four highly experienced industry professionals with many years of combined experience with Unreal Engine. Elevating Game Experiences with Unreal Engine 5 will walk you through the latest version of Unreal Engine by helping you get hands-on with the game creation projects. The book starts with an introduction to the Unreal Editor and key concepts such as actors, blueprints, animations, inheritance, and player input. You'll then move on to the first of three projects, building a dodgeball game, where you'll learn the concepts of line traces, collisions, projectiles, user interface, and sound effects. You’ll also discover how to combine these concepts to showcase your new skills. The second project, a side-scroller game, will help you implement concepts such as animation blending, enemy AI, spawning objects, and collectibles. And finally, you'll cover the key concepts in creating a multiplayer environment as you work on the third project, an FPS game. By the end of this Unreal Engine book, you'll have a broad understanding of how to use the tools that the game engine provides to start building your own games.What you will learn Create a fully functional third-person character and enemies Implement navigation with keyboard, mouse, and gamepad Program logic and game mechanics with collision and particle effects Explore AI for games with Blackboards and behavior trees Build character animations with animation blueprints and montages Polish your game with stunning visual and sound effects Explore the fundamentals of game UI using a heads-up display Discover how to implement multiplayer in your games Who this book is for This book is for game developers looking to get started with using Unreal Engine 5 for their game development projects. Anyone who has used Unreal Engine before and wants to consolidate, improve, and apply their skills will find this book useful. To better grasp the concepts explained in this book, prior knowledge of C++ basics such as variables, functions, classes, polymorphism, and pointers is required. For full compatibility with the IDE used in this book, a Windows system is recommended


Inventive Communication and Computational Technologies

Inventive Communication and Computational Technologies

Author: G. Ranganathan

Publisher: Springer Nature

Published: 2020-09-24

Total Pages: 994

ISBN-13: 981157345X

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This book gathers selected papers presented at the 4th International Conference on Inventive Communication and Computational Technologies (ICICCT 2020), held on 28–29 May 2020 at Gnanamani College of Technology, Tamil Nadu, India. The respective contributions highlight recent research efforts and advances in a new paradigm called ISMAC (IoT in Social, Mobile, Analytics and Cloud contexts). The topics covered include the Internet of Things, Social Networks, Mobile Communications, Big Data Analytics, Bio-inspired Computing and Cloud Computing. Given its scope, the book is chiefly intended for academics and practitioners working to resolve practical issues in this area.