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  • FU Berlin  (48)
  • SB Ludwigsfelde
  • SB Premnitz
  • Computer Science  (48)
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  • 1
    UID:
    b3kat_BV022946129
    Format: 495 S. , Ill., graph. Darst., Kt.
    Edition: 1. Ed.
    ISBN: 9783764384142 , 376438414X
    Content: "The richly illustrated texts in "Space Time Play" cover a wide range of games paces: from milestone video and computer games to virtual metropolises to digitally-overlaid physical spaces. As a comprehensive and interdisciplinary compendium, "Space Time Play" explores the architectural history of computer games and the future of lucid space. More than 140 experts from game studies and the game industry, from architecture and urban planning, have contributed essays, game reviews and interviews. The games examined range from commercial products to artistic projects and from scientific experiments to spatial design and planning tools. "Space Time Play" is not just meant for architects, designers and gamers, but for all those who take an interest in the culture of digital games and the spaces within and modeled after them. Let's play!"--Website.
    Language: English
    Subjects: Computer Science
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    Keywords: Architektur ; Computerspiel ; Stadt ; Computerspiel ; Computerspiel ; Rezeption ; Stadtplanung ; Aufsatzsammlung
    URL: Cover
    Author information: Borries, Friedrich von 1974-
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    Cham : Springer International Publishing AG
    UID:
    b3kat_BV048222862
    Format: 1 Online-Ressource (252 pages)
    ISBN: 9783030455453
    Note: Description based on publisher supplied metadata and other sources , Intro -- Preface -- Acknowledgements -- Contents -- Chapter 1: The Ethnographer's Dilemma: To Understand a World That Is Not Your Own While Avoiding to Misrepresenting It -- Introduction: Claude Lévi-Strauss and the Anthropologist's Predicament -- The Ethnographer's Assignment: To Unveil Everyday Practices and Their Meaning -- The Study: Methodological Issues -- Design of the Study -- The Social Science Ethnography Literature -- Technology-Based Ethnographies -- The Mode of Production: Indie Game Development and the Video Game Industry -- Data Collection -- Data Analysis -- Connecting the Ethnographic Data to Theoretical Frameworks -- Summary and Conclusion -- References -- Part I: Theoretical Perspectives -- Chapter 2: Governing Innovation-Led Economies: The Role of Business Creation and Creativity -- Introduction: Problem, Purpose, and Research Question -- Purpose and Research Question -- Innovation-Led Growth in a Finance-Led Economy -- The State of Venturing and Entrepreneurialism -- The Supply of Venture Capital -- The Creation and Operation of Private Venture Capital Markets -- Private Venture Capital Investment Performance -- Why Venture Capital Investors Commit Their Capital to High-Risk Ventures -- How Venture Capital Investors Commit Their Capital to High-Risk Ventures -- Intuition-Based Venture Capital Investment Decisions -- The Return on Equity of Venture Capital Investment: Measuring Performance -- Other Ways of Financing Development Work: On the IPO Trail -- State-Funding Redux -- Summary and Conclusion -- References -- Chapter 3: The Passionate Worker and Deeply Meaningful Work -- Introduction -- Passion and Meaning in Day-to-Day Work -- Affective Labour -- The Passion of Everyday Work -- The Authenticity Criterion in Creative Work -- Studies of Passionate Work -- On Gaming: A Sense of Being Alive , The Sacred and the Profane and the Rules of Conduct -- Play Versus Games -- A Taxonomy of Game -- Summary and Conclusion -- References -- Part II: The Empirical Material -- Chapter 4: Who Is an Indie Developer? Sorting Out the Categories -- Introduction -- Classification as Social Practice -- To Classify the Indie Developer and the Indie Video Game -- Indie as Attitude and Identity -- Industry Structure Conditions -- Indie and Labour Market Structure -- The Output: Indie Games -- Classification Systems and the Making of a Social Order -- Summary and Conclusion -- References -- Chapter 5: Social Norms in the Developer Community: The Ambiguity of Money-Making -- Introduction -- The Ambiguous Nature of Money in Entrepreneurial Work -- Money and Their Social Significance and Meaning -- On Money and Money-Making in Indie Video Game Development -- The Ambiguous Nature of Money-Making -- Passionate Game Development -- In Defence of the Business Side of Video Game Development -- The Fickle and Ambiguous Nature of Money and Money-Making -- Summary and Conclusion -- References -- Chapter 6: In the Venture Capital Market: Raising Funds and Dealing with Investors and Financiers -- Introduction -- Investing and Raising Venture Capital in Indie Video Game Development -- Digital Distribution on a Global Market: Coping with Market Risks -- User Reviews, Clicks, and Media Attention -- Raising Funds and Dealing with Investors and Financiers -- A Word from the Investors -- Alternative Sources of Funding: Crowdfunding -- Culture Grants and Other Forms of State Funding -- Indirect Support of Indie Developers: The Role of Incubators in Making Indie Studios Business-Like -- Summary and Conclusion -- References -- Chapter 7: Expanding the Video Game Concept: The Perceptual and Epistemological Bases of the Digital Objects -- Introduction , The Modernist Theory of Perception: Seeing as Trained Capacity -- Modern Visual Media -- Visual Perception and Imaginative Capacity -- Video Games and the Technology of the Fantastic -- Developing the Video Game Technology: Novel Applications and New Thinking -- The Skills Needed to Conceive of New Game Applications and genres -- New Thinking and New Ideas as the Driver of Innovation -- Gamification and Its Uses -- Business Concerns and Creative Inspiration in Video Game Development -- Summary and Conclusion -- References -- Chapter 8: Passionate Production in the Shadow of the Market: The Prospects of Innovation-Led Growth -- Introduction -- A Post-Heroic Theory of Creativity -- The Post-Heroic View of Creativity in Video Game Development -- The Limited Value of Gaming Ideas -- The Primacy of the Team Production Activities -- The Absence of Big Name Character -- Managing Post-Heroic Creative Work: Practical Implications -- Passionate Work and Innovation-Led Growth -- Contributions to Management Studies and Organization Theory -- Implications for Industry Policy -- Summary and Conclusion -- References -- Index
    Additional Edition: Erscheint auch als Druck-Ausgabe Styhre, Alexander Indie Video Game Development Work Cham : Springer International Publishing AG,c2020 ISBN 9783030455446
    Language: English
    Subjects: Computer Science
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    URL: Volltext  (URL des Erstveröffentlichers)
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  • 3
    Book
    Book
    Glückstadt : vwh, Verlag Werner Hülsbusch, Fachverlag für Medientechnik und -wirtschaft
    UID:
    b3kat_BV043523930
    Format: 216 Seiten , Illustrationen
    ISBN: 9783864880919 , 3864880912
    Series Statement: Game studies
    Note: Literaturangaben
    Language: German
    Subjects: Computer Science , General works
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    Keywords: Computerspiel ; Intermedialität ; Aufsatzsammlung ; Aufsatzsammlung
    Author information: Runzheimer, Bernhard
    Author information: Bendels, Thomas
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  • 4
    UID:
    b3kat_BV023793528
    Format: XVIII, 382 S. , Ill., graph. Darst. , 1 CD-ROM (12 cm)
    ISBN: 3540007873
    Language: English
    Subjects: Computer Science
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    Keywords: Reaktives System ; Systementwurf ; Graphische Programmiersprache ; Objektorientierte Programmiersprache ; Graphische Benutzeroberfläche
    URL: Cover
    Author information: Harel, David 1950-
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  • 5
    UID:
    b3kat_BV022250865
    Format: 264 S. , Ill., graph. Darst.
    ISBN: 9783865990136 , 3865990134
    Series Statement: Kaleidogramme 14
    Note: Literaturverz. S. 219 - 226
    Language: German
    Subjects: Computer Science , Comparative Studies. Non-European Languages/Literatures , Ethnology , General works , Psychology
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    Keywords: Computerspiel ; Kultur ; Computerspiel ; Psychologie ; Computerspiel ; Soziogenese
    Author information: Butler, Mark 1974-
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  • 6
    Book
    Book
    Cambridge, Massachusetts ; London : The MIT Press
    UID:
    b3kat_BV044894915
    Format: x, 237 Seiten , Illustrationen
    ISBN: 9780262037631
    Note: Includes bibliographical references and index
    Additional Edition: Erscheint auch als Online-Ausgabe ISBN 978-0-262-34543-9
    Language: English
    Subjects: Computer Science , Education , General works
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    Keywords: Videospiel ; Computerspiel ; Wahrnehmungspsychologie
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  • 7
    Online Resource
    Online Resource
    Berkeley, CA : Apress L. P.
    UID:
    b3kat_BV048226112
    Format: 1 Online-Ressource (192 Seiten)
    ISBN: 9781484264461
    Note: Description based on publisher supplied metadata and other sources , Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Chapter 1: Setting up Development Environment -- Introduction -- Review Arduino Nano 33 IoT Board -- Set Up Development Environment -- Hello Arduino: Blinking LED -- Arduino Web Editor -- Registering an Arduino Account -- Installing Arduino Plug-in -- Building an Arduino Program -- Summary -- Chapter 2: Arduino Nano 33 IoT Board Development -- Introduction -- Basic Sketch Programming -- Main Program -- Declare Variables -- Operators -- Conditional Statement -- Looping -- Break and Continue -- Digital I/O -- Analog I/O -- Plotting Analog Sensor -- Serial Communication -- Pulse Width Modulation -- Serial Peripheral Interface -- Interintegrated Circuit (I2C) -- Scanning I2C Address -- Reading Sensor-Based I2C Address -- Summary -- Chapter 3: IMU Sensor: Accelerator and Gyroscope -- Introduction -- Set Up LSM6DS3 Library -- Working with an Accelerator -- Working with Gyroscope -- Plotting Sensor Data -- Displaying Sensor Data with Organic Light-Emitting Diode I2C Display -- Wiring for Arduino Nano 33 IoT and the OLED I2C Display -- Checking the I2C Address of the OLED I2C Display -- Setting up the OLED I2C Display Library -- Testing the OLED I2C Display -- Displaying the Gyroscope Sensor -- Summary -- Chapter 4: Arduino Nano 33 IoT Networking -- Introduction -- Set up the WiFiNINA Library -- Scanning WiFi Hotspot -- Connecting to a WiFi Network -- Accessing Network Time Protocol Server -- Building a Simple IoT Application -- Wiring -- Developing Program -- Testing -- Summary -- Chapter 5: Arduino IoT Cloud -- Introduction -- Setting up Arduino IoT Cloud -- Register Arduino Nano 33 IoT -- Install the Arduino Create Agent -- Add New Arduino Device -- Develop a Remote LED Button -- Adding a New Thing -- Adding a Property -- Editing the Sketch Program -- Build a Dashboard , Testing -- Develop Sensor Monitoring -- Add a New Thing -- Add Property -- Editing the Sketch Program -- Build a Dashboard -- Testing -- Summary -- Chapter 6: Bluetooth Low Energy (BLE) -- Introduction -- Setting up BLE -- Demo 1: Hello Arduino BLE -- Writing Sketch Program -- Testing Program -- Demo 2: Controlling LED with BLE -- Writing the Program -- Testing the Program -- Demo 3: Sensor Real-Time Monitoring -- Writing the Program -- Testing -- Summary -- Index
    Additional Edition: Erscheint auch als Druck-Ausgabe Kurniawan, Agus Beginning Arduino Nano 33 IoT Berkeley, CA : Apress L. P.,c2020 ISBN 9781484264454
    Language: English
    Subjects: Computer Science , Engineering
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    Keywords: Arduino-Plattform ; Internet der Dinge
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 8
    Online Resource
    Online Resource
    Berkeley, CA : Apress L. P.
    UID:
    b3kat_BV048920852
    Format: 1 Online-Ressource (505 Seiten)
    ISBN: 9781484267783
    Note: Description based on publisher supplied metadata and other sources , Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- The Author's Preface to Arduino in Science -- Chapter 1: Button Control of LED Illumination -- Experimental -- Hardware -- Circuit Schematic: DAQFactory and LabJack Combination -- Software -- Observations, Testing, and Development -- Discussion -- Raspberry Pi, Python, Screen Push Button LED Control -- Experimental -- Observations -- Discussion -- Code Listings -- Summary -- Chapter 2: Power Control, Monitoring, and Creation of Dedicated Graphical User Interfaces -- Experimental -- Hardware -- Software -- Page Components Required -- Observations, Testing, and Development -- Discussion -- Power Monitoring and Control with Raspberry Pi -- Experimental -- Observations -- Discussion -- Code Listings -- Summary -- Chapter 3: Introduction to Scripting -- Experimental -- Hardware -- Software -- Page Components Required -- Scripting -- Observations -- Discussion -- DAQFactory Sequences: Arduino LED Array -- Experimental -- Discussion -- Raspberry Pi -- Code Listings -- Summary -- Chapter 4: Data Entry from the Screen -- Hardware -- Software -- Page Components Required -- Scripting -- Observations -- Discussion -- Screen Entry of Data with the Arduino Microcontroller -- Experimental -- Observations -- Discussion -- Raspberry Pi: Screen Entry of Data -- Code Listings -- Summary -- Chapter 5: Digital Signal Concepts and Digital Signal Outputs -- Experimental -- Hardware -- Software -- Observations -- Discussion -- DAQFactory Digital Output Exercise with a Microcontroller LED Demonstration Array -- Experimental -- Observations -- Discussion -- Raspberry Pi -- Code Listings -- Summary -- Chapter 6: Analog or Digital Conversions for Input and Output -- Digital-to-Analog Conversions -- Experimental: LabJack-DAQFactory Decimal-to-Binary Conversions -- Hardware , Software -- Analog-to-Digital Conversions -- Observations -- DAQFactory-LabJack HMI Analog-to-Digital Numerical Base Conversions -- Analog-to-Digital Electronic Signal Conversions -- ADC0804: 8-Bit Binary LED Display -- Discussion -- Analog-to-Digital Conversions with Microcontrollers -- Experimental -- Observations -- Discussion -- Diagnostics for Nonresponsive Displays -- System Development and Programming -- Analog and Digital Conversions for Input and Output with Raspberry Pi -- Binary-Decimal Conversions -- ADC with Raspberry Pi -- Experimental -- Observations -- Discussion -- Code Listings -- Code Listings for Raspberry Pi -- Summary -- Chapter 7: Variable Intensity and Power Control -- Experimental -- Variable Voltage Control -- Hardware -- Software -- Observations -- Discussion -- Experimental -- Pulse Width Modulation of Voltage -- Introduction -- Observations -- Discussion -- Raspberry Pi Variable Intensity Control -- Introduction -- Experimental -- PWM Signals with the RPi.GPIO Library -- PWM Signals with the gpiozero Library -- PWM Signals with the pigpio Library -- Observations -- PWM_tst1 -- PWM Control of RGB LED Output -- Discussion -- Code Listings -- Summary -- Chapter 8: Counting Events and Timing -- Software Time and Timing -- Basic Time Variables -- Scheduled Event Timer -- The Stopwatch Timer -- Hardware Timing, Event Counting, and Frequency Determination -- Experimental -- Hardware -- Circuit Schematic -- Software -- Scripting -- Circuit -- Software -- Scripting and Action -- Observations -- Discussion -- Time Determination -- Manual and Automated Event Counting -- Hardware Time and Timing -- Experimental -- Schematic -- Observations -- Discussion -- Microcontroller Clocks, Timekeeping, and Event Counting -- Experimental -- Observations -- Discussion -- Counting Events and Timing with Python and Raspberry Pi , Scheduling Events -- Detecting and Counting Events -- Experimental -- Observations -- Discussion -- Code Listings -- Raspberry Pi Program Code -- Summary -- Chapter 9: Graphical Data Recording -- Experimental: Linear Graphical Data Recording -- Part 1: Hardware and Component Selection - Square Wave Output -- Electronic Components Required -- Circuit Schematic -- Software -- Page Components Required -- Part 1: Observations -- Experimental -- Part 2: Hardware and Component Selection - Triangular and "Sawtooth" Outputs -- Part 2: Observations -- Part 3: Hardware and Component Selection - Dual-Slope Triangular Waveform -- Part 3: Observations -- X-Y Data Recording -- Observations: x-y Plotting -- Discussion -- X vs. Time Recordings -- X-Y Recordings -- Microcontroller Data Plotting -- Experimental -- Observations -- Discussion -- Graphical Data Recording with Python and the Raspberry Pi -- Introduction -- Experimental -- Observations -- Discussion -- Code Listing -- Summary -- Chapter 10: Current Control -- Constant Current Sources -- Experimental -- Hardware -- Circuit Schematic -- Software -- Observations -- Discussion -- Control of Larger DC Currents -- Introduction -- Brushless Direct Current (BLDC) Motors (Motors Without Commutators or Sparking Brushes) -- Experimental -- Hardware -- Circuit Schematic -- Software -- Observations -- Discussion -- Stepper Motors -- Experimental -- Hardware -- Circuit Schematic -- Software -- Page Components Required -- Observations -- Discussion -- Control of AC Current Sources -- Introduction -- Experimental -- Hardware -- Circuit Schematic -- Software -- Observations -- Discussion -- Current Control with Raspberry Pi and Python -- Introduction -- Control of Larger DC Currents -- Experimental -- Non-inductive Loads -- Observations -- Discussion -- Power Control to Inductive Loads -- Introduction -- Experimental , Observations -- Discussion -- Control of AC Currents -- Introduction -- Experimental -- Observations -- Discussion -- Code Listings -- Raspberry Pi-Python Codes -- Summary -- Chapter 11: Microcontrollers and Serial Communications -- Experimental: Microprocessor to Host PC Communications - "Uploading" -- Hardware -- Circuit Schematic -- Software -- Page Components Required -- Observations -- Discussion -- Experimental: Host PC to Microprocessor Communications - "Downloading" -- Introduction -- Hardware -- Software -- Observations -- Discussion -- Raspberry Pi and Arduino -- Experimental -- Observations -- Discussion -- Code Listings -- Summary -- Appendix A: List of Abbreviations -- Appendix B: List of Suppliers -- Index
    Additional Edition: Erscheint auch als Druck-Ausgabe Smythe, Richard J. Arduino in Science Berkeley, CA : Apress L. P.,c2021 ISBN 9781484267776
    Language: English
    Subjects: Computer Science
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    Keywords: Arduino-Plattform
    URL: Volltext  (URL des Erstveröffentlichers)
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  • 9
    Online Resource
    Online Resource
    New York ; London : Routledge
    UID:
    b3kat_BV046671688
    Format: 1 Online-Ressource(IX, 484 Seiten) , Illustrationen
    Edition: First edition
    ISBN: 9781315637532
    Additional Edition: Erscheint auch als Druck-Ausgabe, Hardcover ISBN 978-1-138-63890-7
    Additional Edition: Erscheint auch als Druck-Ausgabe, pbk ISBN 978-0-8153-6920-2
    Language: English
    Subjects: Computer Science , Ethnology
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    Keywords: Fantastisches Rollenspiel ; Aufsatzsammlung ; Aufsatzsammlung
    URL: Volltext  (lizenzpflichtig)
    Author information: Deterding, Sebastian 1978-
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  • 10
    Online Resource
    Online Resource
    Cambridge, Massachusetts ; London, England : The MIT Press
    UID:
    b3kat_BV047492462
    Format: 1 Online-Ressource (xi, 195 Seiten)
    ISBN: 9780262367141
    Content: "Argues for a holistic view of the digital environment in which many of us now live, as neither determined by the features of technology nor uniformly negative for society"--
    Additional Edition: Erscheint auch als Druck-Ausgabe, Hardcover ISBN 978-0-262-04619-0
    Language: English
    Subjects: Computer Science , Sociology
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    Keywords: Digitalisierung ; Gesellschaft ; Sozialer Wandel
    URL: Volltext  (URL des Erstveröffentlichers)
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