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Virtual Reality - Gaming - Virtual Gaming - Gaming Online

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Wordplay And The Discourse Of Video Games

RRP $442.99

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In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.


Rigging For Games

RRP $329.99

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Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video gameTin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project.

You'll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you'll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you've been waiting for!

  • Enhance your skillset by learning how to efficiently rig characters using techniques applicable to both games and cinematics

  • Keep up with all the action with behind-the-scenes images and code scripts

  • Refine your rigging skills with tutorials and project files available on the companion website


A Guide To Designing Curricular Games

RRP $326.99

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This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply "Alex Trebek (host of Jeopardy) wearing a mask". By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.


Human Recognition At A Distance In Video 2010

RRP $436.99

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Most biometric systems employed for human recognition require physical contact with, or close proximity to, a cooperative subject. Far more challenging is the ability to reliably recognize individuals at a distance, when viewed from an arbitrary angle under real-world environmental conditions. Gait and face data are the two biometrics that can be most easily captured from a distance using a video camera.

This comprehensive and logically organized text/reference addresses the fundamental problems associated with gait and face-based human recognition, from color and infrared video data that are acquired from a distance. It examines both model-free and model-based approaches to gait-based human recognition, including newly developed techniques where the both the model and the data (obtained from multiple cameras) are in 3D. In addition, the work considers new video-based techniques for face profile recognition, and for the super-resolution of facial imagery obtained at different angles. Finally, the book investigates integrated systems that detect and fuse both gait and face biometrics from video data.

Topics and features:

  • Discusses a framework for human gait analysis based on Gait Energy Image, a spatio-temporal gait representation
  • Evaluates the discriminating power of model-based gait features using Bayesian statistical analysis
  • Examines methods for human recognition using 3D gait biometrics, and for moving-human detection using both color and thermal image sequences
  • Describes approaches for the integration face profile and gait biometrics, and for super-resolution of frontal and side-view face images
  • Introduces an objective non-reference quality evaluation algorithm for super-resolved images
  • Presents performance comparisons between different biometrics and different fusion methods for integrating gait and super-resolved face from video

This unique and authoritative text is an invaluable resource for researchers and graduate students of computer vision, pattern recognition and biometrics. The book will also be of great interest to professional engineers of biometric systems.


Hot Wife In Como - Seduction Games

RRP $15.99

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Hot Wife in Como is part three of the Hot Wife in Europe series.

Anne travels to Milan to meet up with her husband. Her life as a hot wife begins in earnest when she meets a dominant Brazilian.

Anne submits to everything the rugged Brazilian demands, giving her husband second thoughts about what being a hot wife entails. How will her husband react to his wife's total submission to another man?



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Micro Forte Articles

Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

Micro Forte Books

Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

Micro Forte





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