
EVE: Join Catocalypse Meow! Eve University
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Brand New TOPICS Entertainment Instant Immersion Language Spanish Lab Developed By Instructors $32.49 Instant Immersion Spanish Lab provides everything you need to start speaking and understanding Spanish right away, utilizing three intermodal language components: audio recordings, printed study guides, and computer software.The Instant Immersion Spanish Lab is over $100 value, if purchased separately.As an added bonus, store all of your discs in the convenient carrying case included for free with… |
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Brand New TOPICS Entertainment Instant Immersion Language Japanese Lab Developed By Instructors $32.49 Instant Immersion Japanese Lab provides everything you need to start speaking and understanding Japanese right away, utilizing three intermodal language components: audio recordings, printed study guides, and computer software.The Instant Immersion Japanese Lab is over $100 value, if purchased separately.As an added bonus, store all of your discs in the convenient carrying case included for free w… |
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New TOPICS Entertainment Instant Immersion Language Lab Italian Developed By University Instructors $32.49 Instant Immersion Italian Lab provides everything you need to start speaking and understanding Italian right away, utilizing three intermodal language components: audio recordings, printed study guides, and computer software.The Instant Immersion Italian Lab is over $100 value, if purchased separately.As an added bonus, store all of your discs in the convenient carrying case included for free with… |
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Fluenz Version F2: Mandarin 1+2+3 with supplemental Audio CDs and Podcasts $398.00 The only interactive language program featuring real teachers who guide learners every step of the way, explaining in English the intricacies and shortcuts of Chinese. Ideal for those who thrive in a teacher-oriented learning environment, who need to understand how the language works in plain English, and who seek relevant Chinese they can actually use while in China.The team behind the applicatio… |
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TOPICS Entertainment Instant Immersion Language Lab French Developed By Instructors Popular $28.79 Instant Immersion French Lab provides everything you need to start speaking and understanding French right away, utilizing three intermodal language components: audio recordings, printed study guides, and computer software.The Instant Immersion French Lab is over $100 value, if purchased separately.As an added bonus, store all of your discs in the convenient carrying case included for free with yo… |
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TOPICS Entertainment Instant Immersion Language Japanese Lab Developed By Instructors Popular $32.49 Instant Immersion Japanese Lab provides everything you need to start speaking and understanding Japanese right away, utilizing three intermodal language components: audio recordings, printed study guides, and computer software.The Instant Immersion Japanese Lab is over $100 value, if purchased separately.As an added bonus, store all of your discs in the convenient carrying case included for free w… |
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The Interpersonal Communication Book 12th Edition $69.93 The Interpersonal Communication Book provides a highly interactive presentation of the theory, research, and skills of interpersonal communication with integrated discussions of diversity, ethics, workplace issues, face-to-face and computer-mediated communication and the “dark side” of interpersonal communication. Recognized for its ability to help readers understand the crucial … |
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Assembly Language for x86 Processors (6th Edition) $24.99 Assembly Language for x86 Processors, 6/e is ideal for undergraduate courses in assembly language programming and introductory courses in computer systems and computer architecture. Written specifically for the Intel/Windows/DOS platform, this complete and fully updated study of assembly language teaches students to write and debug programs at the machine level. Based on the Intel processor fa… |
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Decision Support and Business Intelligence Systems (9th Edition) $145.00 Decision Support and Business Intelligence Systems 9e provides the only comprehensive, up-to-date guide to today’s revolutionary management support system technologies, and showcases how they can be used for better decision-making.The 9th edition focuses on Business Intelligence (BI) and analytics for enterprise decision support in a more streamlined book…. |
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Algorithms and Networking for Computer Games $59.95 Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming. The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as “classical” topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrain of, and make decisions in the game world. Part two introduces networking related problems in computer games and focuses on three key questions: how to hide the inherent communication delay, how to utilize limited network resources, and how to cope with cheating. Algorithms and Networking for Computer Games provides a comprehensive resource that offers deeper algorithmic insight into game programming and explains game-specific network considerations. Read on for…:; Algorithmic solutions in pseudo code format, which not only emphasizes the idea behind the solution, but also can easily be written into the programming language of your choice.; A section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets and probabilistic reasoning.; In-depth treatment of network communication including dead reckoning, local perception filters and cheating prevention.; 51 ready-to-use algorithms and 178 illustrative exercises. Algorithms and Networking for Computer Games is a must-read text for advanced undergraduate and graduate students on computer game-related courses, postgraduate researchers in game-related topics, and game developers interested in new approaches and the theoretical background to games. |
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The Guide to Computer Simulations and Games $71.25 The Guide to Computer Simulations and Games |
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Artificial Intelligence for Computer Games $122.55 Artificial Intelligence for Computer Games |
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Advances in Computer Games $68.4 Advances in Computer Games |
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The Design and Use of Simulation Computer Games in Education $59.48 This volume presents a collection of empirical and theoretical work relating to simulation computer games, exploring the interrelationships between the instructional design and the educational use of these materials. The authors explore the interrelationships between design and use–success in both are critical to achieve the desired ends of facilitating learning–and provide a scholarly treatment of a topics frequently handled in an anecdotal, "pop science" manner. While there is a broad literature in the design of instructional materials and in the implementation or use of those materials, the design and use of educational simulation computer games is significantly different. The overwhelming majority of traditional instructional materials are designed to be used primarily as a teacher guides a learner. However, the vast majority of computer simulation games are designed to be used directly by the learner, without much mediation. A better understanding of these issues is critical for effective game-based learning. Chapters range from different approaches to design and different subject matter to the different types of technology-based environments. This book does not provide a "complete" perspective of any depth within cognitive science and computer science technology, nor does it "unmask the myth" of computer simulation games in education, as other volumes claim to do. Instead, this book provides a breadth of perspectives that move from "what we think" to "what we know" about simulation computer games in education, and gives an up-to-the-moment picture of "where we’re at" in the theory, design and use of simulation computer games. A series of well argued but surprisingly entertainingarticles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University Learning from serious games generates emotional discussions about the feasibility of games as effective learning devices. It is refreshing that the authors are committed to taking an empirical approach to the study of games and education – one of research and grounded theory, rather than advocacy. This volume in an important step in beginning to move beyond hype to a more firm foundation for the use of serious games. M. David Merrill, Instructional Effectiveness Consultant, Visiting Professor Florida State University This volume shows that serious inquiry into serious games is a real and valid pursuit. The book conveys that what we can gather about how people learn within computer-based games, and using games, contributes to how we go about designing new educational games, and using games in more formal learning environments. It offers a convergence of thoughts, perspectives, and ideals…that may no |
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The Quillan Games $7.99 Let the Games Begin…. Quillan is a territory on the verge of destruction. The people have lost control of their own future and must struggle simply to survive. The only chance they have of finding a better life is by playing the Quillan Games. Hosted by a strange pair of game masters, Veego and LaBerge, the games are a mix of sport and combat. They use the people of Quillan as pawns for their amusement as they force them to enter competitions that range from physical battles, to impossible obstacle courses, to computer-driven tests of agility. To triumph in the games is to live the life of a king. To lose is to die. This is the dangerous and deadly situation Bobby Pendragon finds on Quillan. He quickly realizes that the only way to save this troubled territory is to beat Veego and LaBerge at their own games and dismantle their horrible fun house. But there is more at stake for Bobby. The prize for winning the Quillan Games may be discovering the truth of what it really means a Traveler. |
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Computer Games and Team and Individual Learning $111.1 Computer Games and Team and Individual Learning |
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The Ethics of Computer Games $18.05 Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. |
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Ethics of Computer Games $35.15 Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality o |
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Games: Purpose and Potential in Education $110.48 The field of games is a rapidly expanding field. In many institutions throughout the world, an explosion of growth has been seen in the creation of game development programs as well as courses focusing on educational games. Games have also become a hot topic in the area of educational technology research. The expansion of interest in educational gaming is due to the increased advancement of digital games and the fact that the Net or Digital Generation has literally grown up surrounded by the idea of gaming. Whether it be role play games, collectible card games, board games, or computer and console video games, a new generation is emerging with a strong gaming background. Games: Purpose and Potential in Education focuses on issues of how games can fit into education and instructional design. Some of these specific topics relate the ideas of identity development, gender diversity, motivation, and integrating instructional design with game development. Each of these areas is important in the field of instructional design and can have a large impact on learning. This volume brings together leading experts, researchers, and instructors in the field of educational games and explores many of the current topics in the field of educational games and simulations, the future potential of the field, and resources related to educational games and simulations. |
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Computer Games/Space Race $12.77 In 2003, Collectables released Computer Games/Space Race, which contained two complete albums — Computer Games and Space Race (both originally released on Epic in 1980) — by Mi-Sex on one compact disc. ~ Gregory McIntosh, Rovi |
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Computer Games II $38.48 Computer Games II is the second volume in a two-part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analysis of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Next to chess, more has been written about computer Go than any other strategy game. Selections by Bruce Wilcox, a major contributor to the development of computer Go, are included here. This volume also contains papers on Othello, a game of pure skill which has been programmed successfully enough to win against a human World Champion, and Poker, which adds the dimensions of bluff and uncertainty to the challenge of computer game programming. Games in this volume include: OthelloPoker GoHearts Go-MokuBridge BridgeQubic DominoesPush-Over DamaChemin-De-Fer Othello is a registered trademark of the Anjar Company, Inc. Computer Games I, the companion volume, covers the following games: Backgammon Chess Checkers Scrabble David Levy, the editor of these volumes, is an International Chess Master. He is chairman of a company in England which specializes in programming strategy games. |
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Computer Games I $36.48 Computer Games I is the first volume in a two-part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analysis of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Contributions include selections from the major players in the development of computer games: Claude Shannon, whose work still forms the foundation of most contemporary chess programs; Edward O. Thorpe, whose invention of the card counting methods caused Las Vegas casinos to change their blackjack rules; and Hans Berliner, whose work has been fundamental to the development of backgammon and chess games. Included in this volume; Backgammon Chess Checkers Scrabblee Computer Games II, the companion volume, covers the following games: Othello Go Go-Moku Bridge Dominoes Dama Poker Hearts Halma Qubic Push-Over Chemin-De-Fer David Levy, the editor of these volumes, is an International Chess Master. He is chairman of a company in England which specializes in programming strategy games. |
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Computer Games $24.95 This book is in New – Excellent condition |
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