Author: Eugene Bardach
Publisher: Cambridge, Mass. : MIT Press
ISBN:
Category : Mental health laws
Languages : en
Pages : 344
Book Description
"Combining scholarly analysis with practical recommendation, The Implementation Game shows how a program can be blocked after it has passed from bill to law. Bardach, who worked as a policy analyst for the U.S. Department of the Interior and who is Associate Professor of Public Policy at the University of California, Berkeley, reveals the strategies employed by bureaucratic to impede enactment of new laws. He explains how the policy implementation process works and how planners and concerned citizens can identify such bureaucratic maneuvers as "Not Our Problem" and "Territory" -with examples of twenty such plays from real-life situations. The Implementation Game is a useful handbook for policy planners and a basic reference for students of American political institutions who want to anticipate implementation problems at the early stages and who can use Bardach's "implementation scenarios" to design against these problems for more game-proof legislation" -- Back cover.
The Implementation Game
Author: Eugene Bardach
Publisher: Cambridge, Mass. : MIT Press
ISBN:
Category : Mental health laws
Languages : en
Pages : 344
Book Description
"Combining scholarly analysis with practical recommendation, The Implementation Game shows how a program can be blocked after it has passed from bill to law. Bardach, who worked as a policy analyst for the U.S. Department of the Interior and who is Associate Professor of Public Policy at the University of California, Berkeley, reveals the strategies employed by bureaucratic to impede enactment of new laws. He explains how the policy implementation process works and how planners and concerned citizens can identify such bureaucratic maneuvers as "Not Our Problem" and "Territory" -with examples of twenty such plays from real-life situations. The Implementation Game is a useful handbook for policy planners and a basic reference for students of American political institutions who want to anticipate implementation problems at the early stages and who can use Bardach's "implementation scenarios" to design against these problems for more game-proof legislation" -- Back cover.
Publisher: Cambridge, Mass. : MIT Press
ISBN:
Category : Mental health laws
Languages : en
Pages : 344
Book Description
"Combining scholarly analysis with practical recommendation, The Implementation Game shows how a program can be blocked after it has passed from bill to law. Bardach, who worked as a policy analyst for the U.S. Department of the Interior and who is Associate Professor of Public Policy at the University of California, Berkeley, reveals the strategies employed by bureaucratic to impede enactment of new laws. He explains how the policy implementation process works and how planners and concerned citizens can identify such bureaucratic maneuvers as "Not Our Problem" and "Territory" -with examples of twenty such plays from real-life situations. The Implementation Game is a useful handbook for policy planners and a basic reference for students of American political institutions who want to anticipate implementation problems at the early stages and who can use Bardach's "implementation scenarios" to design against these problems for more game-proof legislation" -- Back cover.
The Implementation Game
Author: Carolyn Deere
Publisher: OUP Oxford
ISBN: 0191615250
Category : Political Science
Languages : en
Pages : 432
Book Description
With the launch of the World Trade Organization (WTO) in 1995, its Agreement on Trade-Related Aspects of Intellectual Property Rights (TRIPS) emerged as a symbol of coercion in international economic relations. In the decade that followed, intellectual property became one of the most contentious topics of global policy debate. This book is the first full-length study of the politics surrounding what developing countries did to implement TRIPS and why. Based on a review of the evidence from 1995 to 2007, this book emphasises that developing countries exhibited considerable variation in their approach to TRIPS implementation. In particular, developing countries took varying degrees of advantage of the legal safeguards and options-commonly known as TRIPS 'flexibilities'-that the Agreement provides. To explain this variation, this book argues that TRIPS implementation must be understood as a complex political game played out among developing country governments and a range of stakeholders-developed countries, non-governmental organisations (NGOs), intergovernmental organisations (IGOs), and industry groups. The contested nature of the TRIPS bargain spurred competing efforts to revise the terms of TRIPS and to influence global IP regulation more broadly. The intensity of the implementation game was amplified by an awareness among the various stakeholders that the IP reforms developing countries pursued would influence these ongoing international negotiations. The book attributes the variation in TRIPS implementation to the interplay between these global IP debates, international power pressures, and political dynamics within developing countries. The book includes historical analysis, compilations of evidence, and analysis supported by examples from across the developing world. The Implementation Game will be of interest both to scholars of international relations, law, and international political economy as well as to policymakers, commentators, and activists engaged in debates on the global governance of intellectual property.
Publisher: OUP Oxford
ISBN: 0191615250
Category : Political Science
Languages : en
Pages : 432
Book Description
With the launch of the World Trade Organization (WTO) in 1995, its Agreement on Trade-Related Aspects of Intellectual Property Rights (TRIPS) emerged as a symbol of coercion in international economic relations. In the decade that followed, intellectual property became one of the most contentious topics of global policy debate. This book is the first full-length study of the politics surrounding what developing countries did to implement TRIPS and why. Based on a review of the evidence from 1995 to 2007, this book emphasises that developing countries exhibited considerable variation in their approach to TRIPS implementation. In particular, developing countries took varying degrees of advantage of the legal safeguards and options-commonly known as TRIPS 'flexibilities'-that the Agreement provides. To explain this variation, this book argues that TRIPS implementation must be understood as a complex political game played out among developing country governments and a range of stakeholders-developed countries, non-governmental organisations (NGOs), intergovernmental organisations (IGOs), and industry groups. The contested nature of the TRIPS bargain spurred competing efforts to revise the terms of TRIPS and to influence global IP regulation more broadly. The intensity of the implementation game was amplified by an awareness among the various stakeholders that the IP reforms developing countries pursued would influence these ongoing international negotiations. The book attributes the variation in TRIPS implementation to the interplay between these global IP debates, international power pressures, and political dynamics within developing countries. The book includes historical analysis, compilations of evidence, and analysis supported by examples from across the developing world. The Implementation Game will be of interest both to scholars of international relations, law, and international political economy as well as to policymakers, commentators, and activists engaged in debates on the global governance of intellectual property.
Game Audio Implementation
Author: Richard Stevens
Publisher: CRC Press
ISBN: 1317679458
Category : Computers
Languages : en
Pages : 513
Book Description
Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: 12 downloadable demonstration games A unique exercise level for you to develop for your portfolio An up-to-date online bibliography with further reading for each chapter A free sound library with hundreds of game SFX
Publisher: CRC Press
ISBN: 1317679458
Category : Computers
Languages : en
Pages : 513
Book Description
Game Audio Implementation offers a unique practical approach to learning all about game audio. If you've always wanted to hear your sound or music in a real game then this is the book for you. Each chapter is accompanied by its own game level where you can see the techniques and theories in action before working through over 70 exercises to develop your own demo level. Taking you all the way from first principles to complex interactive systems in the industry standard Unreal Engine© you’ll gain the skills to implement your sound and music along with a deep transferable knowledge of the principles you can apply across a range of other game development tools. The accompanying website (www.gameaudioimplementation.com) includes: 12 downloadable demonstration games A unique exercise level for you to develop for your portfolio An up-to-date online bibliography with further reading for each chapter A free sound library with hundreds of game SFX
Game Programming Patterns
Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Game Engine Design and Implementation
Author: Alan Thorn
Publisher: Jones & Bartlett Learning
ISBN: 0763784516
Category : Computers
Languages : en
Pages : 616
Book Description
In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more.
Publisher: Jones & Bartlett Learning
ISBN: 0763784516
Category : Computers
Languages : en
Pages : 616
Book Description
In clear and concise language, this book examines through examples and exercises both the design and implementation of a video game engine. Specifically, it focuses on the core components of a game engine, audio and sound systems, file and resource management, graphics and optimization techniques, scripting and physics, and much more.
Cognitive and Affective Perspectives on Immersive Technology in Education
Author: Zheng, Robert Z.
Publisher: IGI Global
ISBN: 179983252X
Category : Education
Languages : en
Pages : 337
Book Description
Immersive technology as an umbrella concept consists of multiple emerging technologies including augmented reality (AR), virtual reality (VR), gaming, simulation, and 3D printing. Research has shown immersive technology provides unique learning opportunities for experiential learning, multiple perspectives, and knowledge transfer. Due to its role in influencing learners’ cognitive and affective processes, it is shown to have great potential in changing the educational landscape in the decades to come. However, there is a lack of general cognitive and affective theoretical framework to guide the diverse aspects of immersive technology research. In fact, lacking the cognitive and affective theoretical framework has begun to hamper the design and application of immersive technology in schools and related professional training. Cognitive and Affective Perspectives on Immersive Technology in Education is an essential research book that explores methods and implications for the design and implementation of upcoming immersive technologies in pedagogical and professional development settings. The book includes case studies that highlight the cognitive and affective processes in immersive technology as well as the successful applications of immersive technology in education. Featuring a wide range of topics such as curriculum design, K-12 education, and mobile learning, this book is ideal for academicians, educators, policymakers, curriculum developers, instructional designers, administrators, researchers, and students.
Publisher: IGI Global
ISBN: 179983252X
Category : Education
Languages : en
Pages : 337
Book Description
Immersive technology as an umbrella concept consists of multiple emerging technologies including augmented reality (AR), virtual reality (VR), gaming, simulation, and 3D printing. Research has shown immersive technology provides unique learning opportunities for experiential learning, multiple perspectives, and knowledge transfer. Due to its role in influencing learners’ cognitive and affective processes, it is shown to have great potential in changing the educational landscape in the decades to come. However, there is a lack of general cognitive and affective theoretical framework to guide the diverse aspects of immersive technology research. In fact, lacking the cognitive and affective theoretical framework has begun to hamper the design and application of immersive technology in schools and related professional training. Cognitive and Affective Perspectives on Immersive Technology in Education is an essential research book that explores methods and implications for the design and implementation of upcoming immersive technologies in pedagogical and professional development settings. The book includes case studies that highlight the cognitive and affective processes in immersive technology as well as the successful applications of immersive technology in education. Featuring a wide range of topics such as curriculum design, K-12 education, and mobile learning, this book is ideal for academicians, educators, policymakers, curriculum developers, instructional designers, administrators, researchers, and students.
Unity Game Audio Implementation
Author: Andrew Coggan
Publisher: Focal Press
ISBN: 9781003055167
Category : Games & Activities
Languages : en
Pages : 406
Book Description
"Unity Game Audio Implementation offers a unique, practical project based approach to learning about aspects of Interactive Game Audio for those who have never used a game engine before and don't want to learn computer programming right now. The book offers insight into the skills needed to design game-ready sounds in current DAW and shows how to implement these sounds within the Unity game engine. The reader will also learn about interactive music and how to set this up to respond to a variety of events in the game with the option of adding in their own story and dialogue. All the information is presented in a practical working context from an established Game Audio Sound Designer with AAA games experience. The chapters are accompanied by several game levels teaching all about the techniques and theories before offering instructive steps on how to put them into action. After completing the practical tasks in this book, not only will the reader create an interactive soundscape for a multi-level playable game featuring all their own audio. They will also receive tips on how to use their finished project in support of an application for Game Sound Design jobs"--
Publisher: Focal Press
ISBN: 9781003055167
Category : Games & Activities
Languages : en
Pages : 406
Book Description
"Unity Game Audio Implementation offers a unique, practical project based approach to learning about aspects of Interactive Game Audio for those who have never used a game engine before and don't want to learn computer programming right now. The book offers insight into the skills needed to design game-ready sounds in current DAW and shows how to implement these sounds within the Unity game engine. The reader will also learn about interactive music and how to set this up to respond to a variety of events in the game with the option of adding in their own story and dialogue. All the information is presented in a practical working context from an established Game Audio Sound Designer with AAA games experience. The chapters are accompanied by several game levels teaching all about the techniques and theories before offering instructive steps on how to put them into action. After completing the practical tasks in this book, not only will the reader create an interactive soundscape for a multi-level playable game featuring all their own audio. They will also receive tips on how to use their finished project in support of an application for Game Sound Design jobs"--
DirectX 9 User Interfaces
Author: Alan Thorn
Publisher: Wordware Publishing, Inc.
ISBN: 1556222491
Category : Business & Economics
Languages : en
Pages : 376
Book Description
Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.
Publisher: Wordware Publishing, Inc.
ISBN: 1556222491
Category : Business & Economics
Languages : en
Pages : 376
Book Description
Companion CD included with Paint Shop Pro 8 evaluation edition!Interfaces strongly affect how an application or game is received by a user, no matter which cutting-edge features it may boast. This unique book presents a comprehensive solution for creating good interfaces using the latest version of DirectX. This involves building an interface library from the ground up. Divided into three sections, the book discusses the foundations of interface design, the construction of a feature-rich interface library, and the creation of a fully functional media player in DirectShow.
The Infinite Game
Author: Simon Sinek
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
Publisher: Penguin
ISBN: 0735213526
Category : Business & Economics
Languages : en
Pages : 272
Book Description
From the New York Times bestselling author of Start With Why and Leaders Eat Last, a bold framework for leadership in today’s ever-changing world. How do we win a game that has no end? Finite games, like football or chess, have known players, fixed rules and a clear endpoint. The winners and losers are easily identified. Infinite games, games with no finish line, like business or politics, or life itself, have players who come and go. The rules of an infinite game are changeable while infinite games have no defined endpoint. There are no winners or losers—only ahead and behind. The question is, how do we play to succeed in the game we’re in? In this revelatory new book, Simon Sinek offers a framework for leading with an infinite mindset. On one hand, none of us can resist the fleeting thrills of a promotion earned or a tournament won, yet these rewards fade quickly. In pursuit of a Just Cause, we will commit to a vision of a future world so appealing that we will build it week after week, month after month, year after year. Although we do not know the exact form this world will take, working toward it gives our work and our life meaning. Leaders who embrace an infinite mindset build stronger, more innovative, more inspiring organizations. Ultimately, they are the ones who lead us into the future.
Research Anthology on Developments in Gamification and Game-Based Learning
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971
Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.