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how to video games online and also the use of demos - aerose.ru
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Anderson Vicki, Higgins Eoin Eyes Open 2 WB + Onl Practice


Captivating Discovery Education™ video and stimulating global topics spark curiosity and engage teenage learners. Developed in partnership with Discovery Education ™, Eyes Open features captivating Discovery Education™ video and stimulating global topics to motivate students and spark their curiosity. This version of the Workbook includes access to the online learning management platform with extra resources, games and interactive video activities. Teachers can use the platform to track students' progress and ensure more effective learning. A Student's Book and Online Workbook pack with link to the learning management platform is also available.

1280 RUR

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Beth Montgomery Online Couponing In a Day For Dummies


Coupon online like a pro and save big money with this 100-page e-book On a budget and need help figuring out how to coupon online? This concise e-book will show you where to go online to find the best store and manufacturer coupons, how to combine them for the best deals, and how to stay organized. Get this bargain priced e-book with «beyond the book» extras including a video demonstration, checklist, and more. Contains 100 pages of couponing tips, techniques, and ideas for saving money Includes extras online, including a video, checklists, and more Shows how to find, use, and combine money-saving coupons, and keep them organized Tired of sifting through hundreds of blogs looking for coupons? Here?s an online couponing guide you can trust: Online Couponing In A Day for Dummies.

624.45 RUR

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Группа авторов Learning Online with Games, Simulations, and Virtual Worlds


Jossey-Bass Guides to Online Teaching and Learning Learning Online with Games, Simulations, and Virtual Worlds Strategies for Online Instruction Clark Aldrich Learning Online with Games, Simulations, and Virtual Worlds The infusion of games, simulations, and virtual worlds into online learning can be a transforming experience for both the instructor and the student. This practical guide, written by education game expert Clark Aldrich, shows faculty members and instructional designers how to identify opportunities for building games, simulations, and virtual environments into the curriculum; how to successfully incorporate these interactive environments to enhance student learning; and how to measure the learning outcomes. It also discusses how to build institutional support for using and financing more complex simulations. The book includes frameworks, tips, case studies and other real examples, and resources. Praise for Learning Online with Games, Simulations, and Virtual Worlds «Clark Aldrich provides powerful insights into the dynamic arena of games, simulations, and virtual worlds in a simultaneously entertaining and serious manner as only he can. If you are involved with educating anyone, from your own children to classrooms full of students, you need to devour this book.» – Karl Kapp, assistant director, Institute for Interactive Technologies, Bloomsburg University «At a time when the technologies for e-learning are evolving faster than most people can follow, Aldrich successfully bridges the perceptual gap between virtual worlds, digital games, and educational simulations, and provides educators with all they really need to use this technology to enhance and enrich their e-learning experiences.» – Katrin Becker, instructor, Department of Computer Science and Information Systems, Mount Royal College, and adjunct professor of education, University of Calgary «I consider this a must-read for anyone engaged in or contemplating using these tools in their classrooms or designing their own tools.» – Rick Van Sant, professor of learning and technology, Ferris State University

3036.64 RUR

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Baby Professor Fun Online Games That Kids Play Around the Globe: Ages 5 And Up


As a parent, it is important that you be aware of the online games that benefit your children. This book lists the online games that children aged 5 and up, regardless of geographic location, play. Use this as reference when choosing which games to allow and which to ban in the house. Grab a copy today!

371.39 RUR

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Steve Garfield Get Seen. Online Video Secrets to Building Your Business


The era of online video has arrived—now make it work for your business In the last year, the world of online video exploded. Hollywood got into the game, professional actors and writers joined in, and independent producers looked to find their niche. Now, companies are wide awake to the opportunities for product and brand promotion as well as customer engagement. So how do you want to fit into the new online video universe? The must-have guide, Get Seen by Steve Garfield, the «Paul Revere of video blogging,» offers a quick and complete toolkit to get you up to speed on the latest that online video and related media have to offer. Examines success stories of how companies have used online video Presents a series of plans and tools that businesses can follow as they expand onto the social web Provides clear step by step directions on how to record, edit, and export videos, where to post them, how to build a community around their content, and what to do to increase views by making it go viral If you're ready to take full advantage of online video's many benefits, Get Seen is the one resource you need.

1856.97 RUR

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Andrew Reinhard Archaeogaming


Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to «archaeogaming»; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.

2080.25 RUR

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Grenville Armitage Networking and Online Games


The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.

10985.5 RUR

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Christopher B. Patterson Open World Empire


Seeking ways to understand video games beyond their imperial logics, Patterson turns to erotics to re-invigorate the potential passions and pleasures of play Video games vastly outpace all other mediums of entertainment in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products. Instead, they seem to reflect the open and uncontaminated reputation of information technology. Video games are undeniably imperial products. Their very existence has been conditioned upon the spread of militarized technology, the exploitation of already-existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before it, video games have become the main artistic expression of empire today: the open world empire, formed through the routes of information technology and the violences of drone combat, unending war, and overseas massacres that occur with little scandal or protest.Though often presented as purely technological feats, video games are also artistic projects, and as such, they allow us an understanding of how war and imperial violence proceed under signs of openness, transparency, and digital utopia. But the video game, as Christopher B. Patterson argues, is also an inherently Asian commodity: its hardware is assembled in Asia; its most talented e-sports players are of Asian origin; Nintendo, Sony, and Sega have defined and dominated the genre. Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic. Thinking through games like Overwatch , Call of Duty 4: Modern Warfare , Shenmue II , and Alien: Isolation , Patterson reads against empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments.

2604.96 RUR

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Michael Coffey Games on Symbian OS


The first part of this book discusses the mobile games industry, and includes analysis of why the mobile industry differs from other sectors of the games market, a discussion of the sales of mobile games, their types, the gamers who play them, and how the games are sold. The second part describes key aspects of writing games for Symbian smartphones using Symbian C++ and native APIs. The chapters cover the use of graphics and audio, multiplayer game design, the basics of writing a game loop using Symbian OS active objects, and general good practice. There is also a chapter covering the use of hardware APIs, such as the camera and vibra. Part Three covers porting games to Symbian OS using C or C++, and discusses the standards support that Symbian OS provides,and some of the middleware solutions available. A chapter about the N-Gage platform discusses how Nokia is pioneering the next generation of mobile games, by providing a platform SDK for professional games developers to port games rapidly and effectively. The final part of the book discusses how to create mobile games for Symbian smartphones using java ME, Doja (for Japan) or Flash Lite 2. This book will help you if you are: * a C++ developer familiar with mobile development but new to the games market * a professional games developer wishing to port your games to run on Symbian OS platforms such as S60 and UIQ * someone who is interested in creating C++, Java ME or Flash Lite games for Symbian smartphones. This book shows how to create mobile games for Symbian smartphones such as S60 3rd Edition, UIQ3 or FOMA devices. It includes contributions from a number of experts in the mobile games industry, including Nokia's N-gage team, Ideaworks3D, and ZingMagic, as well as academics leading the field of innovative mobile experiences.

5358.78 RUR

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Goldstein Ben, Anderson Vicki, McKeegan David, Higgins Eoin Eyes Open Level 1. Student's Book with Online Workbook and Online Practice


Captivating Discovery Education™ video and stimulating global topics spark curiosity and engage teenage learners. Developed in partnership with Discovery Education ™, Eyes Open features captivating Discovery Education™ video and stimulating global topics to motivate students and spark their curiosity.The course offers four videos in every unit making learning relevant and engaging. Guided activities and personalised learning tasks develop greater speaking and writing fluency. This version of the Student's Book includes access to the online learning management platform with full Workbook content online as well as extra resources, games and interactive video activities. Teachers can use the platform to track students' progress and ensure more effective learning.Student's eBooks and eWorkbooks are also available.

2084 RUR

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Anderson Vicki, Higgins Eoin Eyes Open. Level 3. Workbook with Online Practice


Captivating Discovery Education™ video and stimulating global topics spark curiosity and engage teenage learners. Developed in partnership with Discovery Education ™, Eyes Open features captivating Discovery Education™ video and stimulating global topics to motivate students and spark their curiosity. This version of the Workbook includes access to the online learning management platform with extra resources, games and interactive video activities. Teachers can use the platform to track students' progress and ensure more effective learning. A Student's Book and Online Workbook pack with a link to the learning management platform is also available.

1280 RUR

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Anderson Vicki, Higgins Eoin Eyes Open. Level 1. Workbook with Online Practice


Captivating Discovery Education™ video and stimulating global topics spark curiosity and engage teenage learners. Developed in partnership with Discovery Education™, Eyes Open features captivating Discovery Education™ video and stimulating global topics to motivate students and spark their curiosity. This version of the Workbook includes access to the online learning management platform with extra resources, games and interactive video activities. Teachers can use the platform to track students' progress and ensure more effective learning. A Student's Book and Online Workbook pack with link to the learning management platform is also available

1280 RUR

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Anderson Vicki, Higgins Eoin Eyes Open Level 4 Workbook with Online Practice


Captivating Discovery Education (TM) video and stimulating global topics spark curiosity and engage teenage learners. Developed in partnership with Discovery Education (TM), Eyes Open features captivating Discovery Education (TM) video and stimulating global topics to motivate students and spark their curiosity. This version of the Workbook includes access to the online learning management platform with extra resources, games and interactive video activities. Teachers can use the platform to track students' progress and ensure more effective learning. A Student's Book and Online Workbook pack with link to the learning management platform is also available.

1280 RUR

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J. Robert Kelly Ceramics in Dentistry


The use of ceramics in dentistry holds enormous potential for restoring dentitions, but ceramics can be difficult to master because of the common problems of chipping and fracture. This book unlocks the mystery behind successful use of dental ceramics and lays bare the science behind this high technology. The author shows how and why fracture occurs and explains why choosing the right material, design and processing method are vital to the success of any ceramic restoration and why certain ceramic systems are most suitable for certain clinical situations. The author also details how to achieve esthetic excellence without compromising strength. The book concludes with a chapter on the use of ceramics in implant dentistry and how CAD/CAM technology can be used to revolutionize this field. Thumbnails featured throughout point to extra online content.

2933.91 RUR

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April Helm Leigh Genealogy Online For Dummies


Research your family history using the latest online tools and apps Genealogy Online For Dummies, 7th Edition is the perfect book to help you conduct genealogical research. Updated to cover the latest online tools, this new edition shows you how to leverage social networks and the rapidly increasing number of mobile apps to locate family members and trace their histories. You?ll discover how to start your investigation, develop a research plan of action, identify sites and resources that will be of the most use to you, get information from government records, preserve electronic materials, and share your findings with the rest of the family. Shows you how to conduct research into family history using the latest online tools, mobile apps, and other resources Explains how to use online and offline research techniques and tools for genealogical research, find and share information with other genealogists, and create your own site to showcase your family tree, digital images, and compiled genealogies Includes access to free versions of RootsMagic Essentials and Legacy Family Tree Standard Edition as well as information on free websites for storing your genealogical information Covers DNA research and testing, new geocoding applications, U.S. Census information available online, international records, public access catalogs, and more Genealogy Online For Dummies, 7th Edition helps you follow the clues to uncover your family?s legacy ? the fun and easy way.

1859.94 RUR

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Paul Massey Game Invaders


Presenting a holistic and thoroughly practical investigation of the true nature of computer games that arms readers with a small yet powerful set of theories for developing unique approaches to understanding games. Game Invaders fully integrates genre theory, new media aesthetics, perceptual opportunities, and semiotics into a practical DIY toolkit for games analysis—offering detailed guidance for how to conduct in-depth critiques of game content and gameplay. Featuring an informal and witty writing style, the book devotes a number of chapters to specific games from all eras, clearly demonstrating the practical application of the theories to modern, large-scale computer games. Readers will find: • Suggestions on how to apply the DIY package to major issues central to understanding computer games and their design • Coverage of the semiotics of video games, laying the foundation for such topics as the role of agency and virtual storytelling • Tasks and solutions for readers wishing to practice techniques introduced in the book • A companion website featuring access to an app that enables the reader to conduct their own activity profiling of games An important resource for those wishing to dig deeper into the games they design, Game Invaders gives game designers the skills they need to stand out from the crowd. It is also a valuable guide for anyone wishing to learn more about computer games, virtual reality, and new media.

5794.9 RUR

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Lola Bailey The Small Business Guide to Online Marketing


If you run a small business, then your customers are online. They search for products online, they assess stores and service providers online, and they buy online. So you and your business need an online presence; the time has long past when a business can afford to be without a website. Once your business has a website, you can't stop there. You need to invest time and energy in establishing your online presence so that your website and range of online marketing tactics work effectively. This is where 'The Small Business Guide to Online Marketing' comes in. This guide to setting up and growing your online presence tells you everything you need to know to get your business' online marketing started and then how to develop your approach with time. Lola Bailey begins by laying down the essential basics that you need in place before steadily building up to more advanced techniques. Jargon is carefully avoided and step-by-step worked examples illustrate the processes to follow. You will learn: – What internet marking is and how it drives sales – The importance of superior content – How to utilise online performance metrics – What SEO is and how to use it – The benefits of social media – How to use affiliate marketing – What to consider when optimising for mobile If you have up until now shied away from giving your business an online presence because of uncertainty about how to us internet marketing or its use for you, or if you have started to market online but would like to enhance your approach, 'The Small Business Guide to Online Marketing' is for you.

480.06 RUR

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April Helm Leigh Genealogy For Dummies


The fun way to research your family history Genealogy For Dummies, 8th Edition covers everything you need to know about starting a genealogical research project—including where and how to find information, how to communicate with other online genealogists, how to leverage social networking sites and apps, how to add digital images to your family tree, and how to build your own site for sharing information. It also explains the use of compiled genealogies, U.S. Census information, and public access catalogs. Brand new to this edition is content on how to conduct genealogical research on the road, and on how to take this research and integrate it into the data found at home. It also contains new information on DNA research and testing, new geocoding applications to record geographic data into a genealogical database, and other new technologies. The book covers which apps are worth your money, and how to get the most out of them. Use the latest tools to research family history Create your own site to showcase your family tree, digital images, and compiled genealogies Get access to free versions of Legacy Family Tree and Personal Ancestral Files Utilize both online and offline research techniques and tools Follow the clues to uncover your family's legacy—and have fun along the way!

2008.8 RUR

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Rhett Allain Physics and Video Analysis


We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

1562.23 RUR

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Chris Watters The Gamer's Bucket List


Which games are worth playing? – From pixelated pioneer adventures to stunning space odysseys, the boundaries of the video game world are expanding every day. Grand epics and gritty mysteries. Fierce competition and friendly cooperation. Powerful emotions and uproarious laughter. Video games are fantastically diverse and wonderfully creative, but not all games are created equal. With so many games out there on so many different consoles, computers, and devices, how do you decide which games are worth playing? Backed by years of writing about games professionally and decades spent playing them, Chris Watters lays out a list of 50 games to entertain and enlighten you. Whether you’re trying to learn more about the world of gaming or strengthening your claim to true gaming fluency, these are the games you’ll want to play, and why you’ll want to play them.

743.53 RUR

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