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result(s) for
"Computer games Programming History."
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Racing the Beam
by
Montfort, Nick
,
Bogost, Ian
in
Atari 2600 (Video game console)
,
Computer games
,
Computer games -- Programming
2009
The Atari Video Computer System dominated the home video game market so completely that \"Atari\" became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms--the systems underlying computing. This book (the first in a series of Platform Studies) does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS--often considered merely a retro fetish object--is an essential part of the history of video games.
The Tetris effect : the game that hypnotized the world
\"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact--or perhaps because of it--that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989\"-- Provided by publisher.
Players unleashed!
2011,2012
It has been ten years since video game giant Electronic Arts first releasedThe Sims, the best-selling game that allows its players to create a household and then manage every aspect of daily life within it. And since its debut, gamers young and old have found ways to \"mod\"The Sims, a practice in which gamers manipulate the computer code of a game, and thereby alter it to add new content and scenarios.
InPlayers Unleashed!-the first study of its kind-Tanja Sihvonen provides a fascinating examination of modding, tracing its evolution and detailing its impact onThe Simsand the game industry as a whole. Along the way, Sihvonen shares insights into specific modifications and the cultural contexts from which they emerge.
SFML game development
by
Haller, Jan
,
Moreira, Artur
,
Hansson, Henrik Vogelius
in
Computer games--Design
,
Computer games--Programming
,
Game Development
2013
SFML Game Development is a fast-paced, step-by-step guide, providing you with all the knowledge and tools you need to create your first game using SFML 2.0.SFML Game Development addresses ambitious C programmers who want to develop their own game. If you have plenty of ideas for an awesome and unique game, but don’t know how to start implementing them, then this book is for you. The book assumes no knowledge about SFML or game development, but a solid understanding of C is required.
Gaming the Iron Curtain : how teenagers and amateurs in communist Czechoslovakia claimed the medium of computer games
\"Based on oral histories gathered from players, game creators and hobbyists active in the 1980s, as well as archival material like computer club newsletters, official documents, hobby magazines, TV broadcasts and the games produced in the period, Gaming the Iron Curtain offers a social history of games in Communist-era Czechoslovakia - a country with a rigid centrally planned economy, separated from its Western neighbors by the so-called Iron Curtain. In Czechoslovakia at the time, there was no hardware or software market, no private enterprise, no commercial advertising and no publicly available computing or gaming magazines. Despite these limitations, a vibrant computer hobby scene emerged. Tens of thousands of Czechs and Slovaks played computer games and at least two hundred titles were developed over the course of the 1980s. Aside from playing games, Czechoslovak home computer enthusiasts were also \"gaming\" their hardware and software by discovering new ways to code, crack and hack. But most importantly, they looked for and took advantage of 'gaps' in the Iron Curtain and the oppressive political regime in order to play and create games. Gaming the Iron Curtain therefore an original historical narrative as well as a comprehensive social historical understanding of how computer games were made and how gaming communities functioned in the Soviet bloc\"-- Provided by publisher.
Is chess the drosophila of artificial intelligence? A social history of an algorithm
2012
Since the mid 1960s, researchers in computer science have famously referred to chess as the 'drosophila' of artificial intelligence (AI). What they seem to mean by this is that chess, like the common fruit fly, is an accessible, familiar, and relatively simple experimental technology that nonetheless can be used productively to produce valid knowledge about other, more complex systems. But for historians of science and technology, the analogy between chess and drosophila assumes a larger significance. As Robert Kohler has ably described, the decision to adopt drosophila as the organism of choice for genetics research had far-reaching implications for the development of 20th century biology. In a similar manner, the decision to focus on chess as the measure of both human and computer intelligence had important and unintended consequences for AI research. This paper explores the emergence of chess as an experimental technology, its significance in the developing research practices of the AI community, and the unique ways in which the decision to focus on chess shaped the program of AI research in the decade of the 1970s. More broadly, it attempts to open up the virtual black box of computer software — and of computer games in particular — to the scrutiny of historical and sociological analysis.
Journal Article
Advanced Data Structures
by
Suman Saha
,
Shailendra Shukla
in
Algorithm
,
Computer Science (General)
,
COMPUTERSCIENCEnetBASE
2019,2020
Advanced data structures is a core course in Computer Science which most graduate program in Computer Science, Computer Science and Engineering, and other allied engineering disciplines, offer during the first year or first semester of the curriculum. The objective of this course is to enable students to have the much-needed foundation for advanced technical skill, leading to better problem-solving in their respective disciplines. Although the course is running in almost all the technical universities for decades, major changes in the syllabus have been observed due to the recent paradigm shift of computation which is more focused on huge data and internet-based technologies. Majority of the institute has been redefined their course content of advanced data structure to fit the current need and course material heavily relies on research papers because of nonavailability of the redefined text book advanced data structure. To the best of our knowledge well-known textbook on advanced data structure provides only partial coverage of the syllabus.
The book offers comprehensive coverage of the most essential topics, including:
Part I details advancements on basic data structures, viz., cuckoo hashing, skip list, tango tree and Fibonacci heaps and index files.
Part II details data structures of different evolving data domains like special data structures, temporal data structures, external memory data structures, distributed and streaming data structures.
Part III elucidates the applications of these data structures on different areas of computer science viz, network, www, DBMS, cryptography, graphics to name a few. The concepts and techniques behind each data structure and their applications have been explained.
Every chapter includes a variety of Illustrative Problems pertaining to the data structure(s) detailed, a summary of the technical content of the chapter and a list of Review Questions, to reinforce the comprehension of the concepts.
The book could be used both as an introductory or an advanced-level textbook for the advanced undergraduate, graduate and research programmes which offer advanced data structures as a core or an elective course. While the book is primarily meant to serve as a course material for use in the classroom, it could be used as a starting point for the beginner researcher of a specific domain.
Dr. Suman Saha had spent the last 14 years developing as a scientist in the recent research areas of Data and information science covering information retrieval, web mining, decision theory, social network analysis and big data technologies. He started his research in the field of web mining as a senior research scientist in the “Center for Soft Computing Research: A National Facility”, Indian Statistical Institute, Kolkata, India for a duration of almost five years. After that his research continued as Assistant Professor in the dept. of computer science, Jaypee University of Information Technology, Himachal, India in addition to the teaching and other departmental responsibilities for last eight years. He obtained his PhD from Jaypee University of Information Technology preceded by M.Tech in computer science, from Indian Statistical Institute and M.Sc. in Mathematics, from University of Calcutta. His thesis title is “Community Detection in Complex Network: Metric Space, Nearest Neighbor Search, Low-Rank Approximation and Optimality” During his last eight years stay at Jaypee University of Information Technology as assistant professor he had taught various courses like advanced web mining, cloud computing, advanced algorithm, fundamentals of algorithm, advanced data structure and many others. He is supervising 2 PhD students and guided around 15 master thesis as well as around 50 bachelor thesis.
Dr. Shailendra Shukla has completed “MS-(Information Security)” from “Indian Institute of Information Technology Allahabad”, and then completed PhD from “Indian Institute of Technology Patna” in computer science. His doctorial work is based on “On Boundary Detection and Localization in Wireless Sensor Networks”. In this work he proposed a collection of networking algorithms which addresses the security problems like routing in Internet of Things, localization, boundary node detection (surveillance), virtual coordinate assignment (Geography routing/localizations), cyber physical systems, monitoring and surveillance. He has published articles in various publication houses like in Elsevier, Springer, IEEE. Currently he is working as an assistant professor at Jaypee University Waknaghat. He is supervising 2 PhD students and guided 5 master student.
I Part One: Theoretical Advancements. Introduction. O(1) Search by Hashing. O(log(n)) ordered search (Trees & Lists). Find set, find min & find word. II Part Two: Evolving Paradigms. Evolving paradigms of data structures. Spatial Data Structures. Temporal Data Structures. External Memory Data Structures. Distributed Data Structure. Synopsis Data Structures. III Part Three: Recent Applications. Introduction to applications. Application to Cryptography. Application to IR and WWW. Application to Data science. Application to Network and IOT. Application to System. Application to Database. Application to Image and Graphics. IV Bibliography and Index. Bibliography. First index. Second index.