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"The methods change, but the message stays the same." This saying is the guiding light for faithful Christians in a changing world. But author Shane Hipps reveals the error in this thinking. Instead he demonstrates how changing the methods always changes the message. He shows us the hidden power of technology to shape our faith in unexpected ways.
The distinction between "online" and "offline," between "digital" and "physical," once seemingly unambiguous, has begun to blur thanks to the ubiquity of smartphones and personal location data, ad and experience targeting, connected devices, wearable technology, the Internet of Things, and additive capabilities like 3-D printing. The biggest business opportunities for innovative experiences, according to digital marketing expert and "tech humanist" Kate O'Neill, will come from blending the physical and digital worlds intentionally to create a meaningful and integrated human experience. And to do that, we must recognize that human motivations connect these worlds through a transactional data layer, and create experiences with respect for the humanity represented by that data. In looking at the opportunities presented by the convergence of physical and digital, O'Neill also examines the underlying meaning of place, as well as the abundant metaphors of place already in use in digital experience, and how we can shape our audiences' experiences more meaningfully in alignment with our own business objectives. Executives, strategists, marketers, city planners, and anyone who creates experiences for humans will take away valuable insights from this book.
NATIONAL BESTSELLER “The stories in this book make for a fascinating and remarkably complete pantheon of just about every common despair and every joy related to game development.” — Rami Ismail, cofounder of Vlambeer and developer of Nuclear Throne Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous. Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart. Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
The book is a collection of high-quality peer-reviewed research papers presented in Proceedings of International Conference on Artificial Intelligence and Evolutionary Algorithms in Engineering Systems (ICAEES 2014) held at Noorul Islam Centre for Higher Education, Kumaracoil, India. These research papers provide the latest developments in the broad area of use of artificial intelligence and evolutionary algorithms in engineering systems. The book discusses wide variety of industrial, engineering and scientific applications of the emerging techniques. It presents invited papers from the inventors/originators of new applications and advanced technologies.
The third entry in the Jim Blinn's Corner series, this is, like the others, a handy compilation of selected installments of his influential column. But here, for the first time, you get the "Director's Cut" of the articles: revised, expanded, and enhanced versions of the originals. What's changed? Improved mathematical notation, more diagrams, new solutions. What remains the same? All the things you've come to rely on: straight answers, irreverent style, and innovative thinking. This is Jim Blinn at his best - now even better. - Features 21 expanded and updated installments of "Jim Blinn's Corner," dating from 1995 to 2001, and never before published in book form - Includes "deleted scenes"—tangential explorations that didn't make it into the original columns - Details how Blinn represented planets in his famous JPL flyby animations - Explores a wide variety of other topics, from the concrete to the theoretical: assembly language optimization for parallel processors, exotic usage of C++ template instantiation, algebraic geometry, a graphical notation for tensor contraction, and his hopes for a future world
A hardcover volume that showcases the intriguing evolution of pixel art from the Final Fantasy series! Containing detailed sprite sheets that showcase the pixel composition of Final Fantasy's beloved characters, maps of Final Fantasy's most popular highlighting tools used by the developers, and a special interview with Kazuko Shibuya, the character pixel artist for the Final Fantasy series, FF Dot is a one of a kind product that immerses readers into an iconic aspect of the Final Fantasy experience. Dark Horse Books is proud to collaborate with Square Enix to bring fans FF Dot: The Pixel Art of Final Fantasy, translated into English for the first time. This localization of the original Japanese publication holds nearly 300 pages of colorful pixel art, and is an invaluable addition to any Final Fantasy fan's collection.
Learn how to build your own computer vision (CV) applications quickly and easily with SimpleCV, an open source framework written in Python. Through examples of real-world applications, this hands-on guide introduces you to basic CV techniques for collecting, processing, and analyzing streaming digital images. You'll then learn how to apply these methods with SimpleCV, using sample Python code. All you need to get started is a Windows, Mac, or Linux system, and a willingness to put CV to work in a variety of ways. Programming experience is optional. Capture images from several sources, including webcams, smartphones, and Kinect Filter image input so your application processes only necessary information Manipulate images by performing basic arithmetic on pixel values Use feature detection techniques to focus on interesting parts of an image Work with several features in a single image, using the NumPy and SciPy Python libraries Learn about optical flow to identify objects that change between two image frames Use SimpleCV's command line and code editor to run examples and test techniques
Data from neuropsychological and animal research suggest that the hippocampus plays a pivotal role in two relatively different areas: active navigation, as well as episodic learning and memory. Recent studies have attempted to bridge these disparate accounts of hippocampal function by emphasizing the role that hippocampal place cells may play in processing the spatial contextual information that defines situations in which learned behaviors occur. A number of established laboratories are currently offering complementary interpretations of place fields, and this book will present the first common platform for them. Bringing together research from behavioral, genetic, physiological, computational, and neural-systems perspectives will provide a thorough understanding of the extent to which studying place-field properties has informed our understanding of the neural mechanisms of hippocampus-dependent memory. Hippocampal Place Fields: Relevance to Learning and Memory will serve as a valuable reference for everyone interested in hippocampal function.
Space-based sensors are giving us an ever-closer and more comprehensive look at the earth's surface; they also have the potential to tell us about human activity. This volume examines the possibilities for using remote sensing technology to improve understanding of social processes and human-environment interactions. Examples include deforestation and regrowth in Brazil, population-environment interactions in Thailand, ancient and modern rural development in Guatemala, and urbanization in the United States, as well as early warnings of famine and disease outbreaks. The book also provides information on current sources of remotely sensed data and metadata and discusses what is involved in establishing effective collaborative efforts between scientists working with remote sensing technology and those working on social and environmental issues.