Gaming Technology: Streaming, VR, and More

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Author :
Publisher : Gareth Stevens Publishing LLLP
ISBN 13 : 1538226391
Total Pages : 34 pages
Book Rating : 4.91/5 ( download)

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Book Synopsis Gaming Technology: Streaming, VR, and More by : John Wood

Download or read book Gaming Technology: Streaming, VR, and More written by John Wood and published by Gareth Stevens Publishing LLLP. This book was released on 2018-07-15 with total page 34 pages. Available in PDF, EPUB and Kindle. Book excerpt: With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.

Using VR in Gaming

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Author :
Publisher : Cavendish Square Publishing, LLC
ISBN 13 : 1502645688
Total Pages : 80 pages
Book Rating : 4.85/5 ( download)

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Book Synopsis Using VR in Gaming by : Cathleen Small

Download or read book Using VR in Gaming written by Cathleen Small and published by Cavendish Square Publishing, LLC. This book was released on 2019-07-15 with total page 80 pages. Available in PDF, EPUB and Kindle. Book excerpt: For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies, with a special focus on how interested students can look toward a career in this exciting field.

The Video Games Textbook

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Author :
Publisher : CRC Press
ISBN 13 : 1000868222
Total Pages : 751 pages
Book Rating : 4.27/5 ( download)

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Book Synopsis The Video Games Textbook by : Brian J. Wardyga

Download or read book The Video Games Textbook written by Brian J. Wardyga and published by CRC Press. This book was released on 2023-06-13 with total page 751 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

Machine Intelligence and Data Science Applications

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Author :
Publisher : Springer Nature
ISBN 13 : 9811923477
Total Pages : 909 pages
Book Rating : 4.70/5 ( download)

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Book Synopsis Machine Intelligence and Data Science Applications by : Vaclav Skala

Download or read book Machine Intelligence and Data Science Applications written by Vaclav Skala and published by Springer Nature. This book was released on 2022-08-01 with total page 909 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a compilation of peer reviewed papers presented at International Conference on Machine Intelligence and Data Science Applications (MIDAS 2021), held in Comilla University, Cumilla, Bangladesh during 26 – 27 December 2021. The book covers applications in various fields like image processing, natural language processing, computer vision, sentiment analysis, speech and gesture analysis, etc. It also includes interdisciplinary applications like legal, healthcare, smart society, cyber physical system and smart agriculture, etc. The book is a good reference for computer science engineers, lecturers/researchers in machine intelligence discipline and engineering graduates.

The Future Of The Video Game Industry, How Emerging Technologies Will Revolutionize The Video Game Industry, Why Esports Have Become Popular, And How To Earn Substantial Money Online

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Publisher :
ISBN 13 :
Total Pages : 74 pages
Book Rating : 4.22/5 ( download)

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Book Synopsis The Future Of The Video Game Industry, How Emerging Technologies Will Revolutionize The Video Game Industry, Why Esports Have Become Popular, And How To Earn Substantial Money Online by : Dr Harrison Sachs

Download or read book The Future Of The Video Game Industry, How Emerging Technologies Will Revolutionize The Video Game Industry, Why Esports Have Become Popular, And How To Earn Substantial Money Online written by Dr Harrison Sachs and published by . This book was released on 2020-06-26 with total page 74 pages. Available in PDF, EPUB and Kindle. Book excerpt: This essay sheds light on the future of the video game industry and explicates how emerging technologies will revolutionize the video game industry. Moreover, why Esports have become popular is delineated in this essay. Furthermore, how to earn substantial money online so that you can afford to procure your own modern video games is expounded upon in this essay. The future of the video industry will not only be characterized by dynamism as it continues to metaphorically evolve, but will also be eminently auspicious for video game publishers, video game developers, and customers. The future of the video game industry will be more grandiose than ever envisioned, especially as emerging technologies further revolutionize the behemoth video game industry. In other words, the future of the video game industry will not be solely limited to shovelware mobile games pervading the video game industry. "The global gaming market was valued at $151,550,000,000 in 2019 and is expected to reach a value of $256,970,000,000 by 2025, registering a compound annual growth rate of 9.17% over the forecast period of 2020-2025. Game developers across emerging economies are continually striving to enhance gamer's experience, launching, and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, which are incorporated into one product provided to the gamers through the cloud platform. The emergence of cloud gaming" ("Gaming Market - Growth," n.d.) has helped to substantially drive video game industry growth. In the coming years, cloud gaming, mobile gaming, PC gaming, and even console gaming will become all the more prevalent. "Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming" ("Gaming Market - Growth," n.d.). The rising popularity of Esports, gaming streams, and gameplay videos have also contributed to the growth of the behemoth video game industry. It stands to preponderantly reason that the future of the video game industry will not only allow the video game industry to reach an unprecedented pinnacle of success, but will also attract more competitors to enter the sizable video game industry. In the coming years, similarly to video streaming subscription services, such as Netflix and Amazon Prime Video, customers will have more video game streaming subscription services available to them with a broader selection of titles to choose from playing. In other words, for a monthly subscription fee of $5-$10 per month, customers will be able to have the option to stream a myriad of video games on their consoles or their PCs. In the coming years, video game streaming subscription services will not be limited to "Xbox Game Pass, PlayStation Now, Geoforce Now" ("The Impact Of," 2019), and Google Stadia. "This new sector is also seen as a serious competitor for the traditional game market" ("The Impact Of," 2019). The traditional game market is no longer the utmost lucrative segment of the sizable video game industry. The future of the video game industry will offer far more to customers than merely just traditional console games. The future of the video game industry will also offer more to gamers than "virtual reality and augmented reality" (Koss, 2020) video game experiences. In 2019, the video game industry generated over $6,300,000,000 in revenue (Koss, 2020) from "augmented reality and virtual reality" (Koss, 2020) video games. Much to the relief of gamers, "companies are busy making virtual reality experiences more consumer-friendly, and it is only a matter of time before both the weight and price of virtual reality headsets drop" (Koss, 2020). Augmented reality video games on the other hand do not require a bulky headset to play and allow gamers to "interact with reality" (Koss, 2020).

Watch Me Play

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Publisher : Princeton University Press
ISBN 13 : 0691184976
Total Pages : 328 pages
Book Rating : 4.75/5 ( download)

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Book Synopsis Watch Me Play by : T.L. Taylor

Download or read book Watch Me Play written by T.L. Taylor and published by Princeton University Press. This book was released on 2018-10-16 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.

VRx

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Publisher : Basic Books
ISBN 13 : 1541699750
Total Pages : 271 pages
Book Rating : 4.55/5 ( download)

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Book Synopsis VRx by : Brennan Spiegel

Download or read book VRx written by Brennan Spiegel and published by Basic Books. This book was released on 2020-10-06 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: A leading doctor unveils the groundbreaking potential of virtual medicine. Brennan Spiegel has spent years studying the medical power of the mind, and in VRx he reveals a revolutionary new kind of care: virtual medicine. It offers the possibility of treating illnesses without solely relying on intrusive surgeries or addictive opioids. Virtual medicine works by convincing your body that it's somewhere, or something, it isn't. It's affordable, widely available, and has already proved effective against everything from burn injuries to stroke to PTSD. Spiegel shows how a simple VR headset lets a patient with schizophrenia confront the demon in his head, how dementia patients regain function in a life-size virtual town, and how vivid simulations of patients' experiences are making doctors more empathic. VRx is a revelatory account of the connection between our bodies and ourselves. In an age of overmedication and depersonalized care, it offers no less than a new way to heal.

Business Strategy E Magazine

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Author :
Publisher : Dr. Vaneeta Aggarwal
ISBN 13 :
Total Pages : 25 pages
Book Rating : 4./5 ( download)

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Book Synopsis Business Strategy E Magazine by :

Download or read book Business Strategy E Magazine written by and published by Dr. Vaneeta Aggarwal. This book was released on 2023-10-01 with total page 25 pages. Available in PDF, EPUB and Kindle. Book excerpt: Media technological advances have altered the way we consume and engage with information in today's fast changing digital environment. Each new innovation—from the printing press to the OTT—has revolutionized the media landscape and the way it affects society. It's critical to understand the tremendous changes that have already taken place and the ramifications for the future as we approach a new age in media technology. I visited and participated at the International Broadcasting Convention 2023, held at Amsterdam and was amazed with the huge landscape of media technology software and hardware developing pace. Media technology has made incredible strides in recent years due to machine learning and artificial intelligence. By curating personalized content recommendations, algorithms make it simpler for consumers to find content that is relevant to their interests. Immersive storytelling experiences are made possible by virtual and augmented reality technologies, which is altering how we interact with media material. However, these advancements raise important ethical and societal questions. The growth of deep fakes challenges the authenticity of media, making it increasingly difficult to discern fact from fiction. The algorithms that power content recommendations can lead to filter bubbles and echo chambers, reinforcing people's existing beliefs and limiting exposure to diverse perspectives. As we look ahead, let us embrace these advancements as tools for progress, making the media an even more influential force for positive change in our world.

Internet Gaming Disorder

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Publisher : Academic Press
ISBN 13 : 0128129255
Total Pages : 294 pages
Book Rating : 4.58/5 ( download)

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Book Synopsis Internet Gaming Disorder by : Daniel King

Download or read book Internet Gaming Disorder written by Daniel King and published by Academic Press. This book was released on 2018-07-18 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention is an informative and practical introduction to the topics of Internet gaming disorder and problematic gaming. This book provides mental health clinicians with hands-on assessment, prevention, and treatment techniques for clients with problematic gaming behaviors and Internet gaming disorder. It provides an overview of the existing research on epidemiology, risk and protective factors, and discusses the distinct cognitive features that distinguish gaming from gambling and other related activities and disorders. Clinicians will find interest in discussion of the latest developments in cognitive-behavioral approaches to gaming disorder as well as the best structure for clinical interviews. Included in clinical sections are details of the key indicators of harm and impairment associated with problem gaming and how these might present in clinical cases. Internet Gaming Disorder is strongly evidence-based, draws extensively upon the latest international research literature, and provides insights into the likely future developments in this emerging field both in terms of technological development and new research approaches. Discusses the conceptual basis of Internet gaming disorder as a behavioral addiction Provides screening approaches for measuring excessive gaming Details a structured clinical interview approach for assessing gaming disorder Provides evidence-based clinical strategies for prevention and treatment Covers cognitive behavioral therapy and harm reduction strategies

Innovative Technology-based Solutions for Primary, Secondary and Tertiary STEM Education

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Author :
Publisher : Paragon Publishing
ISBN 13 : 1782227148
Total Pages : 344 pages
Book Rating : 4.44/5 ( download)

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Book Synopsis Innovative Technology-based Solutions for Primary, Secondary and Tertiary STEM Education by : Cristina Hava Muntean

Download or read book Innovative Technology-based Solutions for Primary, Secondary and Tertiary STEM Education written by Cristina Hava Muntean and published by Paragon Publishing. This book was released on 2019-09-23 with total page 344 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents innovative technology-enhanced learning solutions for STEM education proposed by the EU Horizon 2020-funded NEWTON project by first highlighting the benefits and limitations of existing research work, e- learning systems and case studies that embedded technology in the teaching and learning process. NEWTON’s proposed innovative technologies and pedagogies include adaptive multimedia and multiple sensorial media, virtual reality, fabrication and virtual labs, gamification, personalisation, game-based learning and self-directed learning pedagogies. The main objectives are to encourage STEM education among younger generations and to attract students to STEM subjects, making these subjects more appealing and interesting. Real life deployment of NEWTON technologies and developed educational materials in over 20 European educational institutions at primary, secondary and tertiary levels demonstrated statistical significant increases in terms of learner satisfaction, learner motivation and knowledge acquisition.