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Gaming Technology: Streaming, VR, and More

Gaming Technology: Streaming, VR, and More PDF Author: John Wood
Publisher: Gareth Stevens Publishing LLLP
ISBN: 1538226391
Category : Juvenile Nonfiction
Languages : en
Pages : 34

Book Description
With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.

Gaming Technology: Streaming, VR, and More

Gaming Technology: Streaming, VR, and More PDF Author: John Wood
Publisher: Gareth Stevens Publishing LLLP
ISBN: 1538226391
Category : Juvenile Nonfiction
Languages : en
Pages : 34

Book Description
With streaming services on Twitch and YouTube, no matter the time of day, gamers can watch anyone playing their favorite games. Friends half a world apart can play games together. There's no better time to be into gaming technology. From virtual reality to esports, readers can learn so much about how gaming is growing and changing in this high-interest book. A dynamic design and full-color photographs of top-of-the-line tech in action accompanies age-appropriate content perfectly suited to complement classroom STEM learning.

Space Technology: Landers, Space Tourism, and More

Space Technology: Landers, Space Tourism, and More PDF Author: John Wood
Publisher: Gareth Stevens Publishing LLLP
ISBN: 1538226421
Category : Juvenile Nonfiction
Languages : en
Pages : 34

Book Description
Someday, families might fly aboard spacecraft to reach their vacation destination. That day might be sooner than many think with companies like Space X hard at work on kinds of spaceflight that could lead to space tourism. This book explores the deep reaches of space alongside the latest high-tech developments used for space travel and exploration. Exciting photographs of this technology at work draws in readers even more as they discover the vast unknowns of space, including many curriculum-supporting STEM concepts.

Sports Technology: Cryotherapy, LED Courts, and More

Sports Technology: Cryotherapy, LED Courts, and More PDF Author: John Wood
Publisher: Gareth Stevens Publishing LLLP
ISBN: 1538226340
Category : Juvenile Nonfiction
Languages : en
Pages : 34

Book Description
A professional athlete's number one priority is staying healthy. Technology for injury prevention and recovery, such as cryotherapy and cupping, is in high demand. Those aren't the only amazing technologies being developed for athletes or in sports today. High-tech gear, playing surfaces, and more are explored in this engrossing volume, complete with full-color photographs of the technology in action. Sports fanatics and computer lovers alike can find something fascinating and new to learn in this high-interest take on STEM topics.

Moviemaking Technology: 4D, Motion Capture, and More

Moviemaking Technology: 4D, Motion Capture, and More PDF Author: John Wood
Publisher: Gareth Stevens Publishing LLLP
ISBN: 1538226537
Category : Juvenile Nonfiction
Languages : en
Pages : 34

Book Description
Almost every blockbuster movie is now released in 3D. Add scents, seats that move, and more and suddenly it feels like you're in the movie, that's 4D. Today, moviemakers don't need film to make movies. They don't even need scenery or many practical effects, if they don't want them. Readers may be surprised at the amazing technology that exists to make movies look the way they do today. Action-packed, full-color photographs accompany accessible text describing a variety of the latest, most interesting and future forms of cinema technology. There's something for cinephiles and casual moviegoers to learn on every page.

Rubén "El Rubius" Gundersen

Rubén Author: Kevin Hall
Publisher: The Rosen Publishing Group, Inc
ISBN: 1725346117
Category : Juvenile Nonfiction
Languages : en
Pages : 48

Book Description
Ruben Doblas "El Rubius" Gundersen is a name unfamiliar to most Americans. With more than 31 million subscribers on YouTube, however, he is a bona fide influencer in the video game industry. By the age of 28, El Rubius has cultivated an enormous fan base by combining playthroughs of his favorite video games with his energetic personality and inimitable charisma. Video game culture is now mainstream culture, and huge YouTubers like El Rubius are making careers out of what was once considered a niche hobby.

Using VR in Gaming

Using VR in Gaming PDF Author: Cathleen Small
Publisher: Cavendish Square Publishing, LLC
ISBN: 1502645688
Category : Young Adult Nonfiction
Languages : en
Pages : 80

Book Description
For many, the idea of a career that incorporates their passion is tantalizing. For avid gamers, this dream is becoming a reality. Since virtual and augmented reality technologies are still relatively new to the gaming world, jobs related to software and hardware development and the management of users' experiences are exploding. This book takes readers on a journey from the beginnings of virtual and augmented reality in games all the way to current, cutting-edge augmented and virtual reality gaming technologies, with a special focus on how interested students can look toward a career in this exciting field.

The Video Games Textbook

The Video Games Textbook PDF Author: Brian J. Wardyga
Publisher: CRC Press
ISBN: 1000868222
Category : Computers
Languages : en
Pages : 751

Book Description
The Video Games Textbook takes the history of video games to the next level. Coverage includes every major video game console, handheld system, and game-changing personal computer, as well as a look at the business, technology, and people behind the games. Chapters feature objectives and key terms, illustrative timelines, color images, and graphs in addition to the technical specifications and key titles for each platform. Every chapter is a journey into a different segment of gaming, where readers emerge with a clear picture of how video games evolved, why the platforms succeeded or failed, and the impact they had on the industry and culture. Written to capture the attention and interest of students from around the world, this newly revised Second Edition also serves as a go-to handbook for any video game enthusiast. This edition features new content in every chapter, including color timelines, sections on color theory and lighting, the NEC PC-98 series, MSX series, Amstrad CPC, Sinclair ZX Spectrum, Milton Bradley Microvision, Nintendo Game & Watch, gender issues, PEGI and CERO rating systems, and new Pro Files and quiz questions, plus expanded coverage on PC and mobile gaming, virtual reality, Valve Steam Deck, Nintendo Switch, Xbox Series X|S, and PlayStation 5. Key Features Explores the history, business, and technology of video games, including social, political, and economic motivations Facilitates learning with clear objectives, key terms, illustrative timelines, color images, tables, and graphs Highlights the technical specifications and key titles of all major game consoles, handhelds, personal computers, and mobile platforms Reinforces material with market summaries and reviews of breakthroughs and trends, as well as end-of-chapter activities and quizzes

Machine Intelligence and Data Science Applications

Machine Intelligence and Data Science Applications PDF Author: Vaclav Skala
Publisher: Springer Nature
ISBN: 9811923477
Category : Technology & Engineering
Languages : en
Pages : 909

Book Description
This book is a compilation of peer reviewed papers presented at International Conference on Machine Intelligence and Data Science Applications (MIDAS 2021), held in Comilla University, Cumilla, Bangladesh during 26 – 27 December 2021. The book covers applications in various fields like image processing, natural language processing, computer vision, sentiment analysis, speech and gesture analysis, etc. It also includes interdisciplinary applications like legal, healthcare, smart society, cyber physical system and smart agriculture, etc. The book is a good reference for computer science engineers, lecturers/researchers in machine intelligence discipline and engineering graduates.

The Future Of The Video Game Industry, How Emerging Technologies Will Revolutionize The Video Game Industry, Why Esports Have Become Popular, And How To Earn Substantial Money Online

The Future Of The Video Game Industry, How Emerging Technologies Will Revolutionize The Video Game Industry, Why Esports Have Become Popular, And How To Earn Substantial Money Online PDF Author: Dr Harrison Sachs
Publisher:
ISBN:
Category :
Languages : en
Pages : 74

Book Description
This essay sheds light on the future of the video game industry and explicates how emerging technologies will revolutionize the video game industry. Moreover, why Esports have become popular is delineated in this essay. Furthermore, how to earn substantial money online so that you can afford to procure your own modern video games is expounded upon in this essay. The future of the video industry will not only be characterized by dynamism as it continues to metaphorically evolve, but will also be eminently auspicious for video game publishers, video game developers, and customers. The future of the video game industry will be more grandiose than ever envisioned, especially as emerging technologies further revolutionize the behemoth video game industry. In other words, the future of the video game industry will not be solely limited to shovelware mobile games pervading the video game industry. "The global gaming market was valued at $151,550,000,000 in 2019 and is expected to reach a value of $256,970,000,000 by 2025, registering a compound annual growth rate of 9.17% over the forecast period of 2020-2025. Game developers across emerging economies are continually striving to enhance gamer's experience, launching, and rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and Windows PC, which are incorporated into one product provided to the gamers through the cloud platform. The emergence of cloud gaming" ("Gaming Market - Growth," n.d.) has helped to substantially drive video game industry growth. In the coming years, cloud gaming, mobile gaming, PC gaming, and even console gaming will become all the more prevalent. "Recent advances in advanced cloud technology have turned the idea of cloud gaming into reality. In cloud gaming, the server, where all the games are stored, does all the computation work, which includes game scene rendering, game logic processing video encoding, and video streaming" ("Gaming Market - Growth," n.d.). The rising popularity of Esports, gaming streams, and gameplay videos have also contributed to the growth of the behemoth video game industry. It stands to preponderantly reason that the future of the video game industry will not only allow the video game industry to reach an unprecedented pinnacle of success, but will also attract more competitors to enter the sizable video game industry. In the coming years, similarly to video streaming subscription services, such as Netflix and Amazon Prime Video, customers will have more video game streaming subscription services available to them with a broader selection of titles to choose from playing. In other words, for a monthly subscription fee of $5-$10 per month, customers will be able to have the option to stream a myriad of video games on their consoles or their PCs. In the coming years, video game streaming subscription services will not be limited to "Xbox Game Pass, PlayStation Now, Geoforce Now" ("The Impact Of," 2019), and Google Stadia. "This new sector is also seen as a serious competitor for the traditional game market" ("The Impact Of," 2019). The traditional game market is no longer the utmost lucrative segment of the sizable video game industry. The future of the video game industry will offer far more to customers than merely just traditional console games. The future of the video game industry will also offer more to gamers than "virtual reality and augmented reality" (Koss, 2020) video game experiences. In 2019, the video game industry generated over $6,300,000,000 in revenue (Koss, 2020) from "augmented reality and virtual reality" (Koss, 2020) video games. Much to the relief of gamers, "companies are busy making virtual reality experiences more consumer-friendly, and it is only a matter of time before both the weight and price of virtual reality headsets drop" (Koss, 2020). Augmented reality video games on the other hand do not require a bulky headset to play and allow gamers to "interact with reality" (Koss, 2020).

Watch Me Play

Watch Me Play PDF Author: T. L. Taylor
Publisher: Princeton University Press
ISBN: 0691184976
Category : Social Science
Languages : en
Pages : 328

Book Description
A look at the revolution in game live streaming and esports broadcasting Every day thousands of people broadcast their gaming live to audiences over the internet using popular sites such as Twitch, which reaches more than one hundred million viewers a month. In these new platforms for interactive entertainment, big esports events featuring digital game competitors live stream globally, and audiences can interact with broadcasters—and each other—through chat in real time. What are the ramifications of this exploding online industry? Taking readers inside home studios and backstage at large esports events, Watch Me Play investigates the rise of game live streaming and how it is poised to alter how we understand media and audiences. Through extensive interviews and immersion in this gaming scene, T. L. Taylor delves into the inner workings of the live streaming platform Twitch. From branding to business practices, she shows the pleasures and work involved in this broadcasting activity, as well as the management and governance of game live streaming and its hosting communities. At a time when gaming is being reinvented through social media, the potential of an ever-growing audience is transforming user-generated content and alternative distribution methods. These changes will challenge the meaning of ownership and intellectual property and open the way to new forms of creativity. The first book to explore the online phenomenon Twitch and live streaming games, Watch Me Play offers a vibrant look at the melding of private play and public entertainment.