Author: Tim Weilkiens
Publisher: Packt Publishing Ltd
ISBN: 1839212098
Category : Computers
Languages : en
Pages : 130
Book Description
Adapt to a world of digitalization and get ready to become a successful player in the new engineering game Key FeaturesDiscover what the fourth industrial revolution is all aboutExplore the new engineering game through the context of globalization, craftsmanship, and interdisciplinary engineeringDevelop strategies to improve the engineering of products with functional architecture, lean systems engineering, and moreBook Description Organizations today face an increasingly complex and dynamic environment, whatever their market. This change requires new systems that are built on the foundation of a new kind of engineering and thinking. The New Engineering Game closes the gap between high-level reflections about digitalization and daily engineering methods and tools. The book begins by describing the first three industrial revolutions and their consequences, and by predicting the fourth industrial revolution. Considering the fourth industrial revolution, it explains the need for a new kind of engineering. The later chapters of the book provide valuable principles, patterns, methods, and tools that engineering organizations can learn and use to succeed on the playfield of digitalization. By the end of the book, you'll have all the information you need to understand the various concepts to take your first steps towards the world of digitalization. What you will learnDeal with the challenges of Conway's LawExplore domains from different viewpoints with the Cynefin frameworkUse the Business Model Canvas (BMC) to view your business model in one chartUse the Business Model Navigator (BMN) to elaborate your business modelGet an overview of REThink 4.0Discover how to apply the principles of the Agile Manifesto for Software Development in your projectsWho this book is for This book is for those of you who want to want to gear up for the ever-evolving and dynamic environment that has come into play with digitalization. Anyone who wants to create industry-grade applications using smart product engineering techniques will find this book useful. To grasp all that has been explained in this book, all you need is a knowledge-seeking attitude.
The New Engineering Game
Author: Tim Weilkiens
Publisher: Packt Publishing Ltd
ISBN: 1839212098
Category : Computers
Languages : en
Pages : 130
Book Description
Adapt to a world of digitalization and get ready to become a successful player in the new engineering game Key FeaturesDiscover what the fourth industrial revolution is all aboutExplore the new engineering game through the context of globalization, craftsmanship, and interdisciplinary engineeringDevelop strategies to improve the engineering of products with functional architecture, lean systems engineering, and moreBook Description Organizations today face an increasingly complex and dynamic environment, whatever their market. This change requires new systems that are built on the foundation of a new kind of engineering and thinking. The New Engineering Game closes the gap between high-level reflections about digitalization and daily engineering methods and tools. The book begins by describing the first three industrial revolutions and their consequences, and by predicting the fourth industrial revolution. Considering the fourth industrial revolution, it explains the need for a new kind of engineering. The later chapters of the book provide valuable principles, patterns, methods, and tools that engineering organizations can learn and use to succeed on the playfield of digitalization. By the end of the book, you'll have all the information you need to understand the various concepts to take your first steps towards the world of digitalization. What you will learnDeal with the challenges of Conway's LawExplore domains from different viewpoints with the Cynefin frameworkUse the Business Model Canvas (BMC) to view your business model in one chartUse the Business Model Navigator (BMN) to elaborate your business modelGet an overview of REThink 4.0Discover how to apply the principles of the Agile Manifesto for Software Development in your projectsWho this book is for This book is for those of you who want to want to gear up for the ever-evolving and dynamic environment that has come into play with digitalization. Anyone who wants to create industry-grade applications using smart product engineering techniques will find this book useful. To grasp all that has been explained in this book, all you need is a knowledge-seeking attitude.
Publisher: Packt Publishing Ltd
ISBN: 1839212098
Category : Computers
Languages : en
Pages : 130
Book Description
Adapt to a world of digitalization and get ready to become a successful player in the new engineering game Key FeaturesDiscover what the fourth industrial revolution is all aboutExplore the new engineering game through the context of globalization, craftsmanship, and interdisciplinary engineeringDevelop strategies to improve the engineering of products with functional architecture, lean systems engineering, and moreBook Description Organizations today face an increasingly complex and dynamic environment, whatever their market. This change requires new systems that are built on the foundation of a new kind of engineering and thinking. The New Engineering Game closes the gap between high-level reflections about digitalization and daily engineering methods and tools. The book begins by describing the first three industrial revolutions and their consequences, and by predicting the fourth industrial revolution. Considering the fourth industrial revolution, it explains the need for a new kind of engineering. The later chapters of the book provide valuable principles, patterns, methods, and tools that engineering organizations can learn and use to succeed on the playfield of digitalization. By the end of the book, you'll have all the information you need to understand the various concepts to take your first steps towards the world of digitalization. What you will learnDeal with the challenges of Conway's LawExplore domains from different viewpoints with the Cynefin frameworkUse the Business Model Canvas (BMC) to view your business model in one chartUse the Business Model Navigator (BMN) to elaborate your business modelGet an overview of REThink 4.0Discover how to apply the principles of the Agile Manifesto for Software Development in your projectsWho this book is for This book is for those of you who want to want to gear up for the ever-evolving and dynamic environment that has come into play with digitalization. Anyone who wants to create industry-grade applications using smart product engineering techniques will find this book useful. To grasp all that has been explained in this book, all you need is a knowledge-seeking attitude.
Designing Games
Author: Tynan Sylvester
Publisher: "O'Reilly Media, Inc."
ISBN: 144933802X
Category : Computers
Languages : en
Pages : 416
Book Description
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design
Publisher: "O'Reilly Media, Inc."
ISBN: 144933802X
Category : Computers
Languages : en
Pages : 416
Book Description
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design
Computer Games and Software Engineering
Author: Kendra M. L. Cooper
Publisher: CRC Press
ISBN: 1482226693
Category : Computers
Languages : en
Pages : 304
Book Description
Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to
Publisher: CRC Press
ISBN: 1482226693
Category : Computers
Languages : en
Pages : 304
Book Description
Computer games represent a significant software application domain for innovative research in software engineering techniques and technologies. Game developers, whether focusing on entertainment-market opportunities or game-based applications in non-entertainment domains, thus share a common interest with software engineers and developers on how to
Game Theory with Engineering Applications
Author: Dario Bauso
Publisher: SIAM
ISBN: 1611974275
Category : Mathematics
Languages : en
Pages : 298
Book Description
Engineering systems are highly distributed collective systems that have humans in the loop. Engineering systems emphasize the potential of control and games beyond traditional applications. Game theory can be used to design incentives to obtain socially desirable behaviors on the part of the players, for example, a change in the consumption patterns on the part of the ?prosumers? (producers-consumers) or better redistribution of traffic. This unique book addresses the foundations of game theory, with an emphasis on the physical intuition behind the concepts, an analysis of design techniques, and a discussion of new trends in the study of cooperation and competition in large complex distributed systems.?
Publisher: SIAM
ISBN: 1611974275
Category : Mathematics
Languages : en
Pages : 298
Book Description
Engineering systems are highly distributed collective systems that have humans in the loop. Engineering systems emphasize the potential of control and games beyond traditional applications. Game theory can be used to design incentives to obtain socially desirable behaviors on the part of the players, for example, a change in the consumption patterns on the part of the ?prosumers? (producers-consumers) or better redistribution of traffic. This unique book addresses the foundations of game theory, with an emphasis on the physical intuition behind the concepts, an analysis of design techniques, and a discussion of new trends in the study of cooperation and competition in large complex distributed systems.?
Software Engineering and Computer Games
Author: Rudy von Bitter Rucker
Publisher: Addison Wesley Longman
ISBN:
Category : Computers
Languages : en
Pages : 654
Book Description
This book solves the dilemma of wanting to learn Windows-based sorfware engineering without knowing Windows programming. The basics in Windows programming are explained alongside ideas of object-oriented sortware engineering. (Midwest).
Publisher: Addison Wesley Longman
ISBN:
Category : Computers
Languages : en
Pages : 654
Book Description
This book solves the dilemma of wanting to learn Windows-based sorfware engineering without knowing Windows programming. The basics in Windows programming are explained alongside ideas of object-oriented sortware engineering. (Midwest).
Networking and Online Games
Author: Grenville Armitage
Publisher: John Wiley & Sons
ISBN: 0470030461
Category : Technology & Engineering
Languages : en
Pages : 232
Book Description
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
Publisher: John Wiley & Sons
ISBN: 0470030461
Category : Technology & Engineering
Languages : en
Pages : 232
Book Description
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service Provider) engineers to develop appropriate IP services. Correspondingly, knowledge of the underlying network's capabilities is vital for game developers. Networking and Online Games concisely draws together and illustrates the overlapping and interacting technical concerns of these sectors. The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games. The traffic patterns that modern games impose on networks, and how network performance and service level limitations impact on game designers and player experiences, are covered in-depth, giving the reader the knowledge necessary to develop better gaming products and network services. Examples of real-world multiplayer online games illustrate the theory throughout. Networking and Online Games: Provides a comprehensive, cutting-edge guide to the development and service provision needs of online, networked games. Contrasts the considerations of ISPs (e.g. predicting traffic loads) with those of game developers (e.g. sources of lag/jitter), clarifying coinciding requirements. Explains how different technologies such as cable, ADSL (Asymmetric Digital Subscriber Line) and wireless, etc., affect online game-play experience, and how different game styles impose varying traffic dynamics and requirements on the network. Discusses future directions brought by emerging technologies such as UMTS (Universal Mobile Telephone Service), GPRS (General Packet Radio Service), Wireless LANs, IP service Quality, and NAPT/NAT (Network Address Port Translation/Network Address Translation) Illustrates the concepts using high-level examples of existing multiplayer online games (such as Quake III Arena, Wolfenstein Enemy Territory, and Half-Life 2). Networking and Online Games will be an invaluable resource for games developers, engineers and technicians at Internet Service Providers, as well as advanced undergraduate and graduate students in Electrical Engineering, Computer Science and Multimedia Engineering.
Vintage Game Consoles
Author: Bill Loguidice
Publisher: CRC Press
ISBN: 1135006504
Category : Computers
Languages : en
Pages : 814
Book Description
Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.
Publisher: CRC Press
ISBN: 1135006504
Category : Computers
Languages : en
Pages : 814
Book Description
Vintage Game Consoles tells the story of the most influential videogame platforms of all time, including the Apple II, Commodore 64, Nintendo Entertainment System, Game Boy, Sega Genesis, Sony PlayStation, and many more. It uncovers the details behind the consoles, computers, handhelds, and arcade machines that made videogames possible. Drawing on extensive research and the authors’ own lifelong experience with videogames, Vintage Game Consoles explores each system’s development, history, fan community, its most important games, and information for collectors and emulation enthusiasts. It also features hundreds of exclusive full-color screenshots and images that help bring each system’s unique story to life. Vintage Game Consoles is the ideal book for gamers, students, and professionals who want to know the story behind their favorite computers, handhelds, and consoles, without forgetting about why they play in the first place – the fun! Bill Loguidice is a critically acclaimed technology author who has worked on over a dozen books, including CoCo: The Colorful History of Tandy’s Underdog Computer, written with Boisy G. Pitre. He’s also the co-founder and Managing Director for the popular Website, Armchair Arcade. A noted videogame and computer historian and subject matter expert, Bill personally owns and maintains well over 400 different systems from the 1970s to the present day, including a large volume of associated materials. Matt Barton is an associate professor of English at Saint Cloud State University in Saint Cloud, Minnesota, where he lives with his wife Elizabeth. He’s the producer of the "Matt Chat," a weekly YouTube series featuring in-depth interviews with notable game developers. In addition to the original Vintage Games, which he co-authored with Bill, he’s author of Dungeons & Desktops: The History of Computer Role-Playing Games and Honoring the Code: Conversations with Great Game Designers.
The Colorado Engineer
Learning Chaos Engineering
Author: Russ Miles
Publisher: O'Reilly Media
ISBN: 1492050970
Category : Computers
Languages : en
Pages : 178
Book Description
Most companies work hard to avoid costly failures, but in complex systems a better approach is to embrace and learn from them. Through chaos engineering, you can proactively hunt for evidence of system weaknesses before they trigger a crisis. This practical book shows software developers and system administrators how to plan and run successful chaos engineering experiments. System weaknesses go beyond your infrastructure, platforms, and applications to include policies, practices, playbooks, and people. Author Russ Miles explains why, when, and how to test systems, processes, and team responses using simulated failures on Game Days. You’ll also learn how to work toward continuous chaos through automation with features you can share across your team and organization. Learn to think like a chaos engineer Build a hypothesis backlog to determine what could go wrong in your system Develop your hypotheses into chaos engineering experiment Game Days Write, run, and learn from automated chaos experiments using the open source Chaos Toolkit Turn chaos experiments into tests to confirm that you’ve overcome the weaknesses you discovered Observe and control your automated chaos experiments while they are running
Publisher: O'Reilly Media
ISBN: 1492050970
Category : Computers
Languages : en
Pages : 178
Book Description
Most companies work hard to avoid costly failures, but in complex systems a better approach is to embrace and learn from them. Through chaos engineering, you can proactively hunt for evidence of system weaknesses before they trigger a crisis. This practical book shows software developers and system administrators how to plan and run successful chaos engineering experiments. System weaknesses go beyond your infrastructure, platforms, and applications to include policies, practices, playbooks, and people. Author Russ Miles explains why, when, and how to test systems, processes, and team responses using simulated failures on Game Days. You’ll also learn how to work toward continuous chaos through automation with features you can share across your team and organization. Learn to think like a chaos engineer Build a hypothesis backlog to determine what could go wrong in your system Develop your hypotheses into chaos engineering experiment Game Days Write, run, and learn from automated chaos experiments using the open source Chaos Toolkit Turn chaos experiments into tests to confirm that you’ve overcome the weaknesses you discovered Observe and control your automated chaos experiments while they are running
The New Engineering Contract
Author: Arthur McInnis
Publisher: Thomas Telford
ISBN: 9780727729613
Category : Technology & Engineering
Languages : en
Pages : 698
Book Description
The introduction of the New Engineering Contract (NEC) encourages a systematic approach to contracting which is multidisciplinary in nature and fully interlocked in form. The NEC is intended by its supporters to be more flexible and easier to use than any current leading traditional standard forms of contract. It is believed that these features reduce adversariality and disputes. The NEC seeks to achieve this aim primarily through co-operative management techniques and incentives built into the NEC's procedures. This commentary analyses and evaluates these and related claims of innovation. The New Engineering Contract: A legal commentary examines the background to the NEC, its design objectives, structure, procedures and likely judicial interpretation to determine whether it improves upon the traditional standard forms of contract. Special attention is given in the commentary to the development and the significance of the principles underlying preparation of the NEC as well as the arguments in favour of and against them.Throughout the detailed commentary upon the NEC clauses comparisons to the traditional forms are also made to highlight unique features and principles of general application. The conclusion reached is that the NEC does make a significant contribution to the development of standard forms of contract, addresses many of their short comings and offers one of the best models for their future development, direction and design. The commentary draws upon the body of the project management literature and legal analysis to support its conclusions. The New Engineering Contract: A legal commentary will be essential reading for lawyers, barristers and solicitors, as well as engineers and project managers.
Publisher: Thomas Telford
ISBN: 9780727729613
Category : Technology & Engineering
Languages : en
Pages : 698
Book Description
The introduction of the New Engineering Contract (NEC) encourages a systematic approach to contracting which is multidisciplinary in nature and fully interlocked in form. The NEC is intended by its supporters to be more flexible and easier to use than any current leading traditional standard forms of contract. It is believed that these features reduce adversariality and disputes. The NEC seeks to achieve this aim primarily through co-operative management techniques and incentives built into the NEC's procedures. This commentary analyses and evaluates these and related claims of innovation. The New Engineering Contract: A legal commentary examines the background to the NEC, its design objectives, structure, procedures and likely judicial interpretation to determine whether it improves upon the traditional standard forms of contract. Special attention is given in the commentary to the development and the significance of the principles underlying preparation of the NEC as well as the arguments in favour of and against them.Throughout the detailed commentary upon the NEC clauses comparisons to the traditional forms are also made to highlight unique features and principles of general application. The conclusion reached is that the NEC does make a significant contribution to the development of standard forms of contract, addresses many of their short comings and offers one of the best models for their future development, direction and design. The commentary draws upon the body of the project management literature and legal analysis to support its conclusions. The New Engineering Contract: A legal commentary will be essential reading for lawyers, barristers and solicitors, as well as engineers and project managers.