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When eminent psychiatrist Dr. Liz Sullivan is found dead in her bed, suspicion falls on local gamer and YouTube celebrity Jaden Dodds. Did he target her because of her anti-gaming views and the work she undertook to expose the dangers of playing online games? And what was her connection with Valiant, an independent game manufacturer about to hit the big time, and its volatile boss? Constance Lamb and Judith Burton team up once again, this time to defend a client who the police are convinced is guilty of murder. But just because he makes a living killing people on screen it does not mean he'd do it in real life. Or does it?
All it takes to change Eli's life forever is a spaceship named Night Stalker. Set on his quest to explore the galaxy and dodge the persecution by the all-powerful government, Eli is about to have the time of his life. Fun and Games is a space opera adventure novel and Book 1 of The Midas Touch Trilogy. The book includes 21 illustrations.
This book constitutes the refereed proceedings of the 5th International Conference on Decision and Game Theory for Security, GameSec 2014, held in Los Angeles, CA, USA, in November 2014. The 16 revised full papers presented together with 7 short papers were carefully reviewed and selected from numerous submissions. The covered topics cover multiple facets of cyber security that include: rationality of adversary, game-theoretic cryptographic techniques, vulnerability discovery and assessment, multi-goal security analysis, secure computation, economic-oriented security, and surveillance for security. Those aspects are covered in a multitude of domains that include networked systems, wireless communications, border patrol security, and control systems.
Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combination to control virtual characters and applications. The lessons learned in the case studies are presented and issues relating to incorporating eye tracking in interactive applications are discussed. The reader will be given an introduction to human visual attention, eye movements and eye tracking technologies. Previous work in the field of studying fixation behavior in games and using eye tracking for video game interaction will also be presented. The final chapter discusses ideas for how this field can be developed further to create richer interaction for characters and crowds in virtual environments. Alternative means of interaction in video games are especially important for disabled users for whom traditional techniques, such as mouse and keyboard, may be far from ideal. This book is also relevant for those wishing to use gaze control in applications other than games. Table of Contents: Introduction / The Human Visual System / Eye Tracking / Eye Tracking in Video Games / Gaze and Voice Controlled Video Games: Case Study I and II / Gaze and Voice Controlled Drawing: Case Study III / Conclusion
This two-volume set LNCS 12789 and 12790 constitutes the refereed proceedings of the Third International Conference on HCI in Games, HCI-Games 2021, held as part of the 23rd International Conference, HCI International 2021, which took place in July 2021. Due to COVID-19 pandemic the conference was held virtually. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The papers of HCI-Games 2021, Part I, are organized in topical sections named: Experience Design in Games; User Engagement and Game Impact; Game Mechanics.
Mathematics was only one area of interest for Gerolamo Cardano ― the sixteenth-century astrologer, philosopher, and physician was also a prolific author and inveterate gambler. Gambling led Cardano to the study of probability, and he was the first writer to recognize that random events are governed by mathematical laws. Published posthumously in 1663, Cardano's Liber de ludo aleae (Book on Games of Chance) is often considered the major starting point of the study of mathematical probability. The Italian scholar formulated some of the field's basic ideas more than a century before the better-known correspondence of Pascal and Fermat. Although his book had no direct influence on other early thinkers about probability, it remains an important antecedent to later expressions of the science's tenets.
Solve puzzles, crack codes, and follow the clues to reveal the plot of a conspiracy thriller in an exciting cross between an escape room and a novel, where you are the hero. Join the Extraordinary Investigations Unit and take on your first case, the mysterious disappearance of researcher Louis Morgan, last seen on the trail of a secret cache of Nazi gold. From the dying days of World War II to the modern day, this interactive puzzle novel sees you uncover a twisted tale of espionage, deceit, and murder - a missing investigator, a lost treasure, a sinister conspiracy. Each chapter of the story is revealed through an Evidence File containing notes, photos, fragments of documents, maps, and newspaper articles. Hidden within the book's pages you'll find cleverly-designed puzzles and clues through which the story is told - offering hours of intriguing investigation. The book is filled with a variety of challenges - ciphers and codes, visual puzzles, translation, number and symbol puzzles, as well as questions requiring online detective work. Regardless of the type of puzzle needing solved, the book includes a 3-tier hint system to ensure you'll never get totally stuck. Whilst the book contains no explicit or violent imagery, the unfolding story explores adult themes of conspiracy, corruption, and murder, and may be unsuitable for children under 13. Please note: checking solutions and tracking progress will require an internet connection.
Greece and Rome have long featured in books for children and teens, whether through the genres of historical fiction, fantasy, mystery stories or mythological compendiums. These depictions and adaptations of the Ancient World have varied at different times, however, in accordance with changes in societies and cultures. This book investigates the varying receptions and ideological manipulations of the classical world in children’s literature. Its subtitle, Heroes and Eagles, reflects the two most common ways in which this reception appears, namely in the forms of the portrayal of the Greek heroic world of classical mythology on the one hand, and of the Roman imperial presence on the other. Both of these are ideologically loaded approaches intended to educate the young reader.
This addition to the best-selling Big Book of Business Games Series is packed with over 40 original games and exercises managers can use to motivate their teams—and themselves. The Big Book of Motivational Games presents managers with a variety of games that can be customized to suit their specific needs and group size. The book provides games designed to:- Stop Procrastination- Beat burnout- Fight boredom- Boost performance- Overcome failure