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Brenda Laurel
Computers as Theatre

 

#interface #design, #olia lialina, #computer, #history

Vannevar Bush
As We May Think

 

#interface #design, #olia lialina, #computer, #history, #memex

Scott Rogers
Level Up!

#game design, #guide

A

Ernest Adams
Fundamentals of Game Design

#game design #basic

Ray Anthony
Interface

#interface design

B

Eric Berkman
Designing Mobile Interfaces

#mobile #interface design

D

Flint Dille
The Ultimate Guide

#game design #writing

M

Jane McGonigal
Reality Is Broken!

#game, #design, #gamification

Mike McShaffry
Game Coding Complete

#game design #coding

Overview

Brenda Laurel - Computer as Theatre

  • Taschenbuch: 256 Seiten
  • Verlag: Addison-Wesley Longman, Amsterdam
  • Auflage Reprint (18. August 1993)
  • Language English
  • When Brenda Laurel first wrote this book in the early 80s, it may have seemed a bit far-fetched to most computer users: What? How can my interaction with a computer have anything to do with theatre? I'm typing! But with the emergence of WebTV, VRML, and the dawning of real online interactivity where our interface with the computer and others is not the keyboard, but instead our imagination and the suspension of disbelief it requires, Laurel's ideas are finally coming of age. Snotty digerati might sniff that this is an old book, but I would argue that it is a book that has finally come of age.

    This paperback version of Brenda Laurel's 1991 hardcover classic features a new chapter that takes the reader through virtual reality and beyond to a new level of human computer interaction that is genuinely transforming. Like its predecessor, this book presents a new theory of human-computer activity.

    Overview

    Vannevar Bush - As We May Think

  • Author: Vannevar Bush
  • Published in: The Atlantic
  • This has not been a scientist's war; it has been a war in which all have had a part. The scientists, burying their old professional competition in the demand of a common cause, have shared greatly and learned much. It has been exhilarating to work in effective partnership. Now, for many, this appears to be approaching an end. What are the scientists to do next? For the biologists, and particularly for the medical scientists, there can be little indecision, for their war has hardly required them to leave the old paths. Many indeed have been able to carry on their war research in their familiar peacetime laboratories. Their objectives remain much the same. It is the physicists who have been thrown most violently off stride, who have left academic pursuits for the making of strange destructive gadgets, who have had to devise new methods for their unanticipated assignments.

    Overview

    Scott Rogers - Level Up!

  • Paperback: 520 pages
  • Publisher: Wiley;
  • Edition:1 edition
  • Language: English
  • Spring is here! The sun is shining, the flowers are blooming and the bunnies are doing what they do best… hiding Easter eggs. Video game designers hide Easter eggs too, but not the kind of Easter egg that you smell in September if you don’t find it in April. In fact, in video games, the term Easter egg has less to do with the egg itself, and more to do with it being surprises hidden within a video game for the player to find - like a virtual Easter egg hunt. The first Easter egg appeared in Adventure (Atari, 1979) when programmer Warren Robinett hid his in-game credit behind a secret wall. This kicked off a tradition of developers putting themselves (and loved ones) into their games. Can you find the developers in Doom II, Maximo: Ghost to Glory, Saints Row 2 and Drawn to Life? (I’ll wait.) Easter egg cameos aren’t limited to real people. Players can discover Yoshi in Mario 64 (Nintendo, 1996), battle Reptile in Mortal Kombat (Midway, 1992) or play as Cloud Strife in Final Fantasy Tactics. (Square, 1997)