Buildings Across Time

Buildings Across Time
Author: Marian Moffett
Publisher: McGraw-Hill Humanities, Social Sciences & World Languages
Total Pages: 614
Release: 2004
Genre: Architecture
ISBN:

"The text encourages readers to examine closely in photographs and line drawings the pragmatic, innovative, and aesthetic attributes of buildings, and to imagine how these would have been praised or criticized by contemporary observers. Architecture is discussed in various contexts - artistic, economic, environmental, political, social, and technological - so as to determine the extent to which buildings met the needs of clients, society at large, and future generations." "This book also examines the unique methods of great architects past and present. Among them are Alvar Aalto, Robert Adam, Leon Battista Alberti, Filippo Brunelleschi, Gustave Eiffel, Peter Eisenman, Antonio Gaudi, Frank Gehry, Walter Gropius, Imhotep, Le Corbusier, Charles Rennie Mackintosh, Michelangelo, Glenn Murcutt, Andrea Palladio, Eero Saarinen, Koca Sinan, Louis Sullivan, Christopher Wren, and Frank Lloyd Wright."--BOOK JACKET.Title Summary field provided by Blackwell North America, Inc. All Rights Reserved

Building Interactive Worlds in 3D

Building Interactive Worlds in 3D
Author: Jean-Marc Gauthier
Publisher: Taylor & Francis
Total Pages: 442
Release: 2013-05-02
Genre: Art
ISBN: 113614398X

In Building Interactive Worlds in 3D readers will find turnkey tutorials that detail all the steps required to build simulations and interactions, utilize virtual cameras, virtual actors (with self-determined behaviors), and real-time physics including gravity, collision, and topography. With the free software demos included, 3D artists and developers can learn to build a fully functioning prototype. The book is dynamic enough to give both those with a programming background as well as those who are just getting their feet wet challenging and engaging tutorials in virtual set design, using Virtools. Other software discussed is: Lightwave, and Maya. The book is constructed so that, depending on your project and design needs, you can read the text or interviews independently and/or use the book as reference for individual tutorials on a project-by-project basis. Each tutorial is followed by a short interview with a 3D graphics professional in order to provide insight and additional advice on particular interactive 3D techniques-from user, designer, artist, and producer perspectives.

Career Building Through Interactive Online Games

Career Building Through Interactive Online Games
Author: Meg Swaine
Publisher: The Rosen Publishing Group, Inc
Total Pages: 65
Release: 2007-08-15
Genre: Business & Economics
ISBN: 1435844068

Online game playing has grown exponentially, and career opportunities abound for programmers, creators, designers, consumer reporters, product testers, and writers of gaming tips and guides. This timely book introduces readers to the field, explains how it can be enjoyed both as a consumer and a content provider, and points to the ways in which a career can be forged in this dynamic, exciting, and expanding industry.

Interactive QuickTime

Interactive QuickTime
Author: Matthew Peterson
Publisher: Morgan Kaufmann
Total Pages: 630
Release: 2004
Genre: Interactive multimedia
ISBN: 9781558607460

A logical followup to "QuickTime on the Web, " this eagerly awaited book details the power of QuickTime's wired media technology and provides a resource for professionals developing and deploying interactive content.

Building Dynamics

Building Dynamics
Author: Branko Kolarevic
Publisher: Routledge
Total Pages: 305
Release: 2015-06-12
Genre: Architecture
ISBN: 1317650794

Buildings are increasingly ‘dynamic’: equipped with sensors, actuators and controllers, they ‘self-adjust’ in response to changes in the external and internal environments and patterns of use. Building Dynamics asks how this change manifests itself and what it means for architecture as buildings weather, programs change, envelopes adapt, interiors are reconfigured, systems replaced. Contributors including Chuck Hoberman, Robert Kronenburg, David Leatherbarrow, Kas Oosterhuis, Enric Ruiz-Geli, and many others explore the changes buildings undergo – and the scale and speed at which these occur – examining which changes are necessary, useful, desirable, and possible. The first book to offer a coherent, comprehensive approach to this topic, it draws together arguments previously only available in scattered form. Featuring the latest technologies and design approaches used in contemporary practice, the editors provide numerous examples of cutting-edge work from leading designers and engineering firms working today. An essential text for students taking design studio classes or courses in theory or technology at any level, as well as professionals interested in the latest mechatronic technologies and design techniques.

History of Digital Games

History of Digital Games
Author: Andrew Williams
Publisher: CRC Press
Total Pages: 273
Release: 2017-03-16
Genre: Computers
ISBN: 1317503813

The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. Key Features Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.

Contractor's Index to the 1997 Uniform Building Code, Vol. 1

Contractor's Index to the 1997 Uniform Building Code, Vol. 1
Author: Jack M. Hageman
Publisher: Craftsman Book Company
Total Pages: 196
Release: 1998
Genre: Architecture
ISBN: 9781572180680

A common-sense index to help you quickly find what you need in Volume 1 of the UBC. Topics are listed under names you use in construction. Guaranteed to help you save time looking for what you need in the Code.

Billboard

Billboard
Author:
Publisher:
Total Pages: 154
Release: 1995-02-25
Genre:
ISBN:

In its 114th year, Billboard remains the world's premier weekly music publication and a diverse digital, events, brand, content and data licensing platform. Billboard publishes the most trusted charts and offers unrivaled reporting about the latest music, video, gaming, media, digital and mobile entertainment issues and trends.