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Twisty Little Passages

Author : Nick Montfort
ISBN : 0262633183
Genre : Computers
File Size : 64.93 MB
Format : PDF, Mobi
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A critical approach to interactive fiction, as literature and game.
Category: Computers

The Signal And The Noise

Author : Nate Silver
ISBN : 9781101595954
Genre : Political Science
File Size : 73.43 MB
Format : PDF, Kindle
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One of Wall Street Journal's Best Ten Works of Nonfiction in 2012 New York Times Bestseller “Not so different in spirit from the way public intellectuals like John Kenneth Galbraith once shaped discussions of economic policy and public figures like Walter Cronkite helped sway opinion on the Vietnam War…could turn out to be one of the more momentous books of the decade.” —New York Times Book Review "Nate Silver's The Signal and the Noise is The Soul of a New Machine for the 21st century." —Rachel Maddow, author of Drift "A serious treatise about the craft of prediction—without academic mathematics—cheerily aimed at lay readers. Silver's coverage is polymathic, ranging from poker and earthquakes to climate change and terrorism." —New York Review of Books Nate Silver built an innovative system for predicting baseball performance, predicted the 2008 election within a hair’s breadth, and became a national sensation as a blogger—all by the time he was thirty. He solidified his standing as the nation's foremost political forecaster with his near perfect prediction of the 2012 election. Silver is the founder and editor in chief of the website FiveThirtyEight. Drawing on his own groundbreaking work, Silver examines the world of prediction, investigating how we can distinguish a true signal from a universe of noisy data. Most predictions fail, often at great cost to society, because most of us have a poor understanding of probability and uncertainty. Both experts and laypeople mistake more confident predictions for more accurate ones. But overconfidence is often the reason for failure. If our appreciation of uncertainty improves, our predictions can get better too. This is the “prediction paradox”: The more humility we have about our ability to make predictions, the more successful we can be in planning for the future. In keeping with his own aim to seek truth from data, Silver visits the most successful forecasters in a range of areas, from hurricanes to baseball, from the poker table to the stock market, from Capitol Hill to the NBA. He explains and evaluates how these forecasters think and what bonds they share. What lies behind their success? Are they good—or just lucky? What patterns have they unraveled? And are their forecasts really right? He explores unanticipated commonalities and exposes unexpected juxtapositions. And sometimes, it is not so much how good a prediction is in an absolute sense that matters but how good it is relative to the competition. In other cases, prediction is still a very rudimentary—and dangerous—science. Silver observes that the most accurate forecasters tend to have a superior command of probability, and they tend to be both humble and hardworking. They distinguish the predictable from the unpredictable, and they notice a thousand little details that lead them closer to the truth. Because of their appreciation of probability, they can distinguish the signal from the noise. With everything from the health of the global economy to our ability to fight terrorism dependent on the quality of our predictions, Nate Silver’s insights are an essential read.
Category: Political Science

Inventing The Medium

Author : Janet H. Murray
ISBN : 9780262302807
Genre : Design
File Size : 83.7 MB
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Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field.Murray explains that innovative interaction designers should think of all objects made with bits -- whether games or Web pages, robots or the latest killer apps -- as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity. Each chapter includes a set of Design Explorations -- creative exercises for students and thought experiments for practitioners -- that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.
Category: Design

The New Digital Storytelling

Author : Bryan Alexander
ISBN : 9780313387494
Genre : Business & Economics
File Size : 76.60 MB
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This book surveys the many ways of telling stories with digital technology, including blogging, gaming, social media, podcasts, and Web video. * Provides a bibliography listing sources consulted * Contains an index of key words and concepts from the text
Category: Business & Economics

Mazes For Programmers

Author : Jamis Buck
ISBN : 1680500554
Genre : Computers
File Size : 62.4 MB
Format : PDF, Mobi
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Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
Category: Computers

Netzliteratur

Author : Peter Gendolla
ISBN : STANFORD:36105122442176
Genre : Language Arts & Disciplines
File Size : 74.5 MB
Format : PDF
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During recent years, literary texts in electronic and networked media have been a focal point of literary scholarship, using varying terminology. In this book, the contributions of internationally renowned scholars and authors from Germany, USA, France, Finland, Spain and Switzerland review the ruptures and upheavals of literary communication within this context. The articles in the book focus on questions such as: In which literary projects can we discover a new quality of literariness? What are the terminological and methodological means to examine these literatures? How can we productively link the logics of the play of literary texts and their reception in the reading process? What is the relationship of literary writing and programming? With contributions by Jean-Pierre Balpe, Susanne Berkenheger, Friedrich W. Block, Philippe Bootz, Laura Borrás Castanyer, Markku Eskelinen, Frank Furtwängler, Peter Gendolla, Loss Pequeño Glazier, Fotis Jannidis, Thomas Kamphusmann, Mela Kocher, Marie-Laure Ryan, Jörgen Schäfer, Roberto Simanowski and Noah Wardrip-Fruin.
Category: Language Arts & Disciplines

Author : تشارلز ديكنز
ISBN :
Genre :
File Size : 23.98 MB
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Category:

Racing The Beam

Author : Nick Montfort
ISBN : 026201257X
Genre : Computers
File Size : 45.57 MB
Format : PDF
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The Atari Video Computer System dominated the home video game market so completelythat "Atari" became the generic term for a video game console. The Atari VCS wasaffordable and offered the flexibility of changeable cartridges. Nearly a thousand of these werecreated, the most significant of which established new techniques, mechanics, and even entiregenres. This book offers a detailed and accessible study of this influential video game console fromboth computational and cultural perspectives. Studies of digital media have rarely investigatedplatforms--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 andcreative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detailsix game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The EmpireStrikes Back. They describe the technical constraints and affordances of the system and trackdevelopments in programming, gameplay, interface, and aesthetics. Adventure, for example, was thefirst game to represent a virtual space larger than the screen (anticipating the boundless virtualspaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player towalk off one side into another space; and Star Wars: The Empire Strikes Back was an early instanceof interaction between media properties and video games. Montfort and Bogost show that the AtariVCS--often considered merely a retro fetish object--is an essential part of the history of videogames.
Category: Computers

Exploratory Programming For The Arts And Humanities

Author : Nick Montfort
ISBN : 9780262034203
Genre : Computers
File Size : 50.15 MB
Format : PDF, Kindle
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A book for anyone who wants to learn programming to explore and create, with exercises and projects to help the reader learn by doing.
Category: Computers