Librería: medimops, Berlin, Alemania
EUR 6,23
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Añadir al carritoCondición: good. Befriedigend/Good: Durchschnittlich erhaltenes Buch bzw. Schutzumschlag mit Gebrauchsspuren, aber vollständigen Seiten. / Describes the average WORN book or dust jacket that has all the pages present.
Librería: Hamelyn, Madrid, M, España
EUR 6,90
Cantidad disponible: 1 disponibles
Añadir al carritoCondición: Como nuevo. : Este libro de texto proporciona los fundamentos teóricos y prácticos necesarios para implementar o ampliar sistemas de realidad virtual y aumentada (RV/RA) de forma independiente. Sirve a los estudiantes como una lectura complementaria ilustrativa para cursos que tratan sobre RV/RA, entre otros, en los campos de la informática, los medios de comunicación o las ciencias naturales y de la ingeniería. Gracias a su estructura modular, el volumen también es adecuado para el autoaprendizaje y puede utilizarse además como obra de consulta. EAN: 9783642289026 Tipo: Libros Categoría: Tecnología|Educación Título: Virtual und Augmented Reality (VR / AR) Autor: Ralf Dörner| Wolfgang Broll| Paul Grimm| Bernhard Jung Editorial: Springer Vieweg Idioma: de Páginas: 368 Formato: tapa blanda.
Idioma: Inglés
Publicado por Cham, Springer International Publishing., 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Librería: Universitätsbuchhandlung Herta Hold GmbH, Berlin, Alemania
EUR 18,00
Cantidad disponible: 1 disponibles
Añadir al carrito23.5 cm x 15.5 cm, 0 g. XVI, 421 p. Hardcover. Versand aus Deutschland / We dispatch from Germany via Air Mail. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Sprache: Englisch.
Librería: ThriftBooks-Dallas, Dallas, TX, Estados Unidos de America
EUR 52,31
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Añadir al carritoPaperback. Condición: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 62,71
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Añadir al carritoCondición: As New. Unread book in perfect condition.
Idioma: Inglés
Publicado por Springer-Nature New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Librería: medimops, Berlin, Alemania
EUR 58,50
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Añadir al carritoCondición: very good. Gut/Very good: Buch bzw. Schutzumschlag mit wenigen Gebrauchsspuren an Einband, Schutzumschlag oder Seiten. / Describes a book or dust jacket that does show some signs of wear on either the binding, dust jacket or pages.
Librería: Ria Christie Collections, Uxbridge, Reino Unido
EUR 59,21
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Añadir al carritoCondición: New. In.
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 73,08
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Añadir al carritoCondición: New.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 59,20
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Añadir al carritoCondición: New.
Idioma: Alemán
Publicado por Berlin/Heidelberg, Springer Vieweg., 2013
ISBN 10: 3642289029 ISBN 13: 9783642289026
Librería: Universitätsbuchhandlung Herta Hold GmbH, Berlin, Alemania
EUR 12,00
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Añadir al carrito24 cm. XV, 351 S., Ill., graph. Darst. Broschur. Versand aus Deutschland / We dispatch from Germany via Air Mail. Einband bestoßen, daher Mängelexemplar gestempelt, sonst sehr guter Zustand. Imperfect copy due to slightly bumped cover, apart from this in very good condition. Stamped. Gestempelt. eXamen.press. Sprache: Deutsch.
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 66,96
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Añadir al carritoCondición: As New. Unread book in perfect condition.
Librería: Ria Christie Collections, Uxbridge, Reino Unido
EUR 71,14
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Añadir al carritoCondición: New. In.
EUR 69,66
Cantidad disponible: 10 disponibles
Añadir al carritoPaperback. Condición: New.
Librería: Ria Christie Collections, Uxbridge, Reino Unido
EUR 38,56
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Añadir al carritoCondición: New. In German.
Idioma: Inglés
Publicado por Springer-Nature New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Librería: Ria Christie Collections, Uxbridge, Reino Unido
EUR 100,98
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Añadir al carritoCondición: New. In.
Idioma: Inglés
Publicado por Springer-Nature New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 112,85
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Añadir al carritoCondición: As New. Unread book in perfect condition.
Idioma: Inglés
Publicado por Springer-Nature New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America
EUR 116,20
Cantidad disponible: Más de 20 disponibles
Añadir al carritoCondición: New.
Idioma: Inglés
Publicado por Springer-Nature New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 100,97
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Añadir al carritoCondición: New.
Idioma: Inglés
Publicado por Springer International Publishing, Springer International Publishing Okt 2016, 2016
ISBN 10: 3319461516 ISBN 13: 9783319461519
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 53,49
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Añadir al carritoTaschenbuch. Condición: Neu. Neuware -The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 552 pp. Englisch.
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 53,49
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field.The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.
Idioma: Alemán
Publicado por Springer Vieweg 2019-10, 2019
ISBN 10: 3662588609 ISBN 13: 9783662588604
Librería: Chiron Media, Wallingford, Reino Unido
EUR 36,05
Cantidad disponible: 10 disponibles
Añadir al carritoPF. Condición: New.
Idioma: Inglés
Publicado por Springer-Verlag New York Inc, 2016
ISBN 10: 3319461516 ISBN 13: 9783319461519
Librería: Revaluation Books, Exeter, Reino Unido
EUR 83,21
Cantidad disponible: 2 disponibles
Añadir al carritoPaperback. Condición: Brand New. 552 pages. 9.30x6.20x1.25 inches. In Stock.
Librería: preigu, Osnabrück, Alemania
EUR 49,05
Cantidad disponible: 5 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. Entertainment Computing and Serious Games | International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers | Ralf Dörner (u. a.) | Taschenbuch | viii | Englisch | 2016 | Springer | EAN 9783319461519 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.
Idioma: Inglés
Publicado por Springer-Nature New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Librería: GreatBookPricesUK, Woodford Green, Reino Unido
EUR 115,62
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Añadir al carritoCondición: As New. Unread book in perfect condition.
Idioma: Inglés
Publicado por Springer International Publishing, Springer International Publishing Jun 2018, 2018
ISBN 10: 3319821377 ISBN 13: 9783319821375
Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania
EUR 69,54
Cantidad disponible: 2 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. Neuware -This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics andterminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as ¿Introduction to Serious Games¿, ¿Entertainment Technology¿, ¿Serious Game Design¿, ¿Game-based Learning¿, and ¿Applications of Serious Games¿.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 440 pp. Englisch.
Idioma: Inglés
Publicado por Springer International Publishing, Springer International Publishing, 2018
ISBN 10: 3319821377 ISBN 13: 9783319821375
Librería: AHA-BUCH GmbH, Einbeck, Alemania
EUR 69,54
Cantidad disponible: 1 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics andterminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as 'Introduction to Serious Games', 'Entertainment Technology', 'Serious Game Design', 'Game-based Learning', and 'Applications of Serious Games'.
Idioma: Inglés
Publicado por Springer International Publishing, 2018
ISBN 10: 3319821377 ISBN 13: 9783319821375
Librería: preigu, Osnabrück, Alemania
EUR 62,35
Cantidad disponible: 5 disponibles
Añadir al carritoTaschenbuch. Condición: Neu. Serious Games | Foundations, Concepts and Practice | Ralf Dörner (u. a.) | Taschenbuch | xvi | Englisch | 2018 | Springer International Publishing | EAN 9783319821375 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.
Librería: Mispah books, Redhill, SURRE, Reino Unido
EUR 119,36
Cantidad disponible: 1 disponibles
Añadir al carritoPaperback. Condición: New. NEW. SHIPS FROM MULTIPLE LOCATIONS. book.
Idioma: Inglés
Publicado por Springer-Verlag New York Inc, 2016
ISBN 10: 3319406116 ISBN 13: 9783319406114
Librería: Revaluation Books, Exeter, Reino Unido
EUR 144,40
Cantidad disponible: 2 disponibles
Añadir al carritoHardcover. Condición: Brand New. 440 pages. 9.50x6.50x1.25 inches. In Stock.
EUR 96,29
Cantidad disponible: 1 disponibles
Añadir al carritoBuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment.Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health.To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics andterminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use.Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as 'Introduction to Serious Games', 'Entertainment Technology', 'Serious Game Design', 'Game-based Learning', and 'Applications of Serious Games'.