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Pattern in Music

An Introduction to Distributed Optical Fibre Sensors

Game Audio Programming 4 Principles and Practices

Nanobrain The Making of an Artificial Brain from a Time Crystal

Nanobrain The Making of an Artificial Brain from a Time Crystal

Making an artificial brain is not a part of artificial intelligence. It will be a revolutionary journey of mankind exploring a science where one cannot write an equation a material will vibrate like geometric shape and then those shapes will change to make decisions. Geometry of silence plays like a musical instrument to mimic a human brain; our thoughts imagination everything would be a 3D shape playing as music; composing music would be the brain’s singular job. For a century the Turing machine ruled human civilization; it was believed that irrespective of complexity all events add up linearly. This book is a thesis to explore the science of decision-making where events are 3D-geometric shapes events grow within and above never side by side. ​ The book documents inventions and discoveries in neuroscience computer science materials science mathematics and chemistry that explore the possibility of brain or universe as a time crystal. The philosophy of Turing the philosophy of membrane-based neuroscience and the philosophy of linear sequential thought process are challenged here by considering that a nested time crystal encompasses the entire conscious universe. Instead of an algorithm the pattern of maximum free will is generated mathematically and that very pattern is encoded in materials such that its natural vibration integrates random events exactly similar to the way nature does it in every remote corner of our universe. Find how an artificial brain avoids any necessity for algorithm or programming using the pattern of free will. | Nanobrain The Making of an Artificial Brain from a Time Crystal

GBP 105.00
1

2D Game Development with Unity

2D Game Development with Unity

This book teaches beginners and aspiring game developers how to develop 2D games with Unity. Thousands of commercial games have been built with Unity. The reader will learn the complete process of 2D game development step by step. The theory behind each step is fully explained. This book contains numerous color illustrations and access to all source code and companion videos. Key Features: Fully detailed game projects from scratch. Beginners can do the steps and create games right away. No coding experience is necessary. Numerous examples take a raw beginner toward professional coding proficiency in C# and Unity. Includes a thorough introduction to Unity 2020 including 2D game development prefabs cameras animation character controllers lighting and sound. Includes a step-by-step introduction to Unity 2019. 3. Extensive coverage of GIMP Audacity and MuseScore for the creation of 2D graphics sound effects and music. All required software is free to use for any purpose including commercial applications and games. Franz Lanzinger is the owner and chief game developer of Lanzinger Studio an independent game development and music studio in Sunnyvale California. He started his career in game programming in 1982 at Atari Games Inc. where he designed and programmed the classic arcade game Crystal Castles. In 1989 he joined Tengen where he was a programmer and designer for Ms. Pac-Man and Toobin' on the NES. He co-founded Bitmasters where he designed and coded games including Rampart and Championship Pool for the NES and SNES and NCAA Final Four Basketball for the SNES and Sega Genesis. In 1996 he founded Actual Entertainment publisher and developer of the Gubble video game series. He has a B. Sc. in mathematics from the University of Notre Dame and attended graduate school in mathematics at the University of California at Berkeley. He is a former world record holder on Centipede and Burgertime. He is a professional author game developer accompanist and piano teacher. He is currently working on remaking the original Gubble game in Unity and Blender. | 2D Game Development with Unity

GBP 56.99
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Assistive Technology Assessment Handbook

Workflow A Practical Guide to the Creative Process

Building Acoustics

MEMS Fundamental Technology and Applications

MEMS Fundamental Technology and Applications

The microelectromechanical systems (MEMS) industry has experienced explosive growth over the last decade. Applications range from accelerometers and gyroscopes used in automotive safety to high-precision on-chip integrated oscillators for reference generation and mobile phones. MEMS: Fundamental Technology and Applications brings together groundbreaking research in MEMS technology and explores an eclectic set of novel applications enabled by the technology. The book features contributions by top experts from industry and academia from around the world. The contributors explain the theoretical background and supply practical insights on applying the technology. From the historical evolution of nano micro systems to recent trends they delve into topics including: Thin-film integrated passives as an alternative to discrete passives The possibility of piezoelectric MEMS Solutions for MEMS gyroscopes Advanced interconnect technologies Ambient energy harvesting Bulk acoustic wave resonators Ultrasonic receiver arrays using MEMS sensors Optical MEMS-based spectrometers The integration of MEMS resonators with conventional circuitry A wearable inertial and magnetic MEMS sensor assembly to estimate rigid body movement patterns Wireless microactuators to enable implantable MEMS devices for drug delivery MEMS technologies for tactile sensing and actuation in robotics MEMS-based micro hot-plate devices Inertial measurement units with integrated wireless circuitry to enable convenient continuous monitoring Sensors using passive acousto-electric devices in wired and wireless systems Throughout the contributors identify challenges and pose questions that need to be resolved paving the way for new applications. Offering a wide view of the MEMS landscape this is an invaluable resource for anyone working to develop and commercialize MEMS applications. | MEMS Fundamental Technology and Applications

GBP 74.99
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Industrial Hygiene Control of Airborne Chemical Hazards Second Edition

Industrial Hygiene Control of Airborne Chemical Hazards Second Edition

Are you a practicing occupational hygienist wondering how to find a substitute organic solvent that is safer to use than the hazardous one your company is using? Chapter 6 is your resource. Are you a new hygienist looking for an alternative technology as a nonventilation substitute for an existing hazard? Chapter 8 is your resource. Are you looking for an overview of ventilation? Chapters 10 and 11 are your resource? Are you an industrial hygiene student wanting to learn about local exhaust ventilation? Chapters 13 through 16 are your resource. Are you needing to learn about personal protective equipment and respirators? Chapters 21 and 22 are your resources. This new edition brings all of these topics and more right up-to-date with new material in each chapter including new governmental regulations. While many of the controls of airborne hazards have their origins in engineering this author has been diligent in explaining concepts writing equations in understandable terms and covering the topics of non-ventilation controls both local exhaust and general ventilation and receiver controls at the level needed by most IHs without getting too advanced. Taken as a whole this book provides a unique comprehensive tool to learn the challenging yet rewarding role that industrial hygiene can play in controlling airborne chemical hazards at work. Most chapters contain a set of practice problems with the solutions available to instructors. Features Written for the novice industrial hygienist but useful to prepare for ABIH certification Explains engineering concepts but requires no prior engineering background Includes specific learning goals that differentiate the depth of learning appropriate to each topic within the fuller information and explanations provided for each chapter Contains updated governmental regulations and abundant references Presents a consistent teaching philosophy and approach throughout the book Deals with both ventilation and non-ventilation controls | Industrial Hygiene Control of Airborne Chemical Hazards Second Edition

GBP 150.00
1

Pulmonary Rehabilitation

Pulmonary Rehabilitation

Pulmonary rehabilitation programmes are a fundamental part of the clinical management of patients with chronic respiratory diseases. This comprehensive reference book places pulmonary rehabilitation within the wider framework of respiratory disease. Now in six parts it includes new sections on the development of PR as a discipline global perspectives on quality control new chapters on early PR post exacerbation and personalized rehabilitation innovative approaches to exercise PR in interstitial lung disease and lung transplantation and the latest research into the application of music dance and yoga. Key FeaturesGlobal contributions compare practice around the world where differences have developed. New six Part structure covers new approaches to exercise testing interstitial lung diseases and other diseases and add-on interventions drawing on new technologies. Contains recommendations of the large collaborative ERS/ATS task forces on guidelines for PR as well as suggested policies for its implementation and use. Covers the important topic of balance impairment as a focus of rehabilitation for the at-risk patient and a new chapter on monitoring physical activity. The voices of patients and caregivers describe the impact of chronic respiratory disease on their lives. Features an exclusive chapter on COVID-19 that discusses the short- and long-term pathophysiological consequences provides information about the potential role of physiotherapy in the management of hospitalized patients with confirmed or suspected COVID-19 and details on who where and how to deliver programs to COVID-19 and non COVID-19 patients in the lockdown and post lockdown era.

GBP 99.99
1

Game Feel A Game Designer's Guide to Virtual Sensation

Game Feel A Game Designer's Guide to Virtual Sensation

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 feeling the results. The playset allows the reader to experience each of the sensations described in the book and then allows them to apply them to their own projects. Creating game feel without having to program essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book working through each one to create the feel described. | Game Feel A Game Designer's Guide to Virtual Sensation

GBP 180.00
1

An Introduction to Sonar Systems Engineering

An Introduction to Sonar Systems Engineering

An Introduction to Sonar Systems Engineering Second Edition Important topics that are fundamental to the understanding of modern-day sonar systems engineering are featured. Linear planar and volume array theory including near-field and far-field beam patterns beam steering and array focusing are covered. Real-world arrays such as the twin-line planar array and a linear array of triplets which are solutions to the port/starboard (left/right) ambiguity problem associated with linear towed arrays are examined in detail. Detailed explanations of the fundamentals of side-looking (side-scan) and synthetic-aperture sonars are presented. Bistatic scattering with moving platforms is explored with derivations of exact solutions for the time delay time-compression/time-expansion factor and Doppler shift at a receiver for both the scattered and direct acoustic paths. Time-domain and frequency-domain descriptions and the design of CW LFM and Doppler-invariant HFM pulses are explained. Target detection in the presence of reverberation and noise is examined. Time-domain and frequency-domain descriptions of MFSK MQAM and OFDM underwater acoustic communication signals are also discussed. Although the book is mathematically rigorous it is written in a tutorial style. Many useful practical design and analysis equations for both passive and active sonar systems are derived from first principles. No major steps in the derivation of important results are skipped – all assumptions and approximations are clearly stated. Particular attention is paid to the correct units for functions and parameters. Many figures tables examples and practical homework problems at the end of each chapter are included to aid in the understanding of the material covered. New to the Second Edition Chapter 15 Synthetic-Aperture Sonar Chapter 13 Section 13. 3 The Rectangular-Envelope HFM Pulse Chapter 10 Section 10. 7 Moving Platforms was rewritten which allowed for the elimination of Appendix 10C from the first edition New explanations/discussions were added to Subsections 1. 2. 1 and 1. 3. 1 in Chapter 1 Appendix 1A was rewritten and the new Table 1A-1 was added to Chapter 1 A solutions manual is available for adopting professors

GBP 160.00
1

Game Audio Programming 3: Principles and Practices

Game Audio Programming 3: Principles and Practices

Welcome to the third volume of Game Audio Programming: Principles and Practices—the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG RTS FPS etc. ) and from low-level topics such as DSP to high-level topics like using influence maps for audio. The techniques in this book are targeted at game audio programmers of all abilities from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games so they are all very practical and immediately applicable. There are chapters about split-screen audio dynamic music improvisation dynamic mixing ambiences DSPs and more. This book continues the tradition of collecting modern up-to-date knowledge and wisdom about game audio programming. So whether you’ve been a game audio programmer for one year or ten years or even if you’ve just been assigned the task and are trying to figure out what it’s all about this book is for you! Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples math and diagrams that you can apply directly to your game audio engine. Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London Bioshock 2 The Sims 4 and Torchlight 3 as well as smaller titles like Minion Master Tales from the Borderlands and Game of Thrones. Guy has also given several talks at the Game Developer Conference the Audio Developer Conference and CppCon. When he’s not programming or writing game audio programming books he can be found at home reading playing video games and playing the flute. | Game Audio Programming 3: Principles and Practices

GBP 56.99
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The Essential Guide to the Business & Law of Esports & Professional Video Gaming

The Essential Guide to the Business & Law of Esports & Professional Video Gaming

As esports has grown the need for professional legal representation has grown with it. Justin's Essential Guide to the Business & Law of Esports & Professional Video Gaming provides a great baseline and will help prevent the legal horror stories of esports in the past. Mitch Reames AdWeek and Esports Insider Justin’s exploration of the business and law side of the esports sector fills a gap of knowledge that is an absolute necessity in truly understanding the esports space. Kevin Hitt The Esports Observer The Essential Guide to the Business & Law of Esports & Professional Video Gaming covers everything you need to know about the past present and future of esports and professional video gaming. The book is written by one of the foremost attorneys and business practitioners in today’s esports and professional gaming scene Justin M. Jacobson Esq. This guide is meant to provide you with an in-depth look at the business and legal matters associated with the esports world. • Includes coverage of the stakeholders in the esports business ecosystem including the talent the teams the publishers and the event organizers. • Explores various legal fields involved with esports including intellectual property employment and player unions business investments and tax write-offs immigration and visas event operation tips social media and on-stream promotions and much more. • The most current book on the market with actual contract provisions modeled on existing major esports player coach shoutcaster and sponsorship agreements. About the Author Justin M. Jacobson Esq. is an entertainment and esports attorney located in New York City. For the last decade he has worked with professional athletes musicians producers DJs record labels fashion designers as well as professional gamers streamers coaches on-air talent and esports organizations. He assists these creative individuals with their contract copyright trademark immigration tax and related business marketing and legal issues. He is a frequent contributor to many industry publications and has been featured on a variety of entertainment music and esports publications and podcasts including Business Insider The Esports Observer Esports Insider Tunecore and Sport Techie. Justin has positioned himself as a top esports business professional working with talent in a variety of franchise leagues including the Overwatch League Overwatch Contenders and Call of Duty Pro League as well as in many popular competitive titles such as Fortnite CS:GO Gears of War Halo Super Smash Brothers Rainbow 6 PUBG Madden and FIFA and mobile games such as Brawlhalla Clash of Clans and Call of Duty mobile. Previously he worked with various esports talent agencies as well as in an official capacity on behalf of several esports teams and brands.

GBP 46.99
1