Products related to The:
-
Gaming: The Future's Language
When Richard Duke published his book "Gaming: The Future's Language" in 1974, he was a pioneer for the development and implementation of experimental planning games for politics, strategy development and management. The book became a much quoted reference volume. In 2014, the International Simulation and Gaming Association (ISAGA) founded by Richard D. Duke celebrated its 45th anniversary. The author published a revised anniversary edition of his classic text that year.
Price: 134.95 € | Shipping*: 0.00 € -
The Components of Sustainable Development
This book focuses on the application of sustainable development principles through consultation with, and partnerships between commerce and the community. Offering international perspectives, the authors show that the issues are global and that we can best arrive at solutions through a synthesis of these various perspectives. The book also examines changes to corporate and institutional behavior and discusses the extent to which the focus has changed, making it necessary to consider new approaches to our understanding of sustainability and differing effects in practice. This approach is based on the tradition of the Social Responsibility Research Network, which in its 17-year history has sought to broaden the discourse and to treat all research as inter-related and relevant to business. This book consists of the best contributions from the 17th International Conference on Corporate Social Responsibility and 8th Organisational Governance Conference, held in Bangalore, India in September 2018
Price: 482.93 € | Shipping*: 0.00 € -
Back to the future of Gaming
Der Sammelband ist Retrospektive und reflektierte Mutmaßung über die Zukunft der Planspiele (Gaming). Das Buch basiert auf Richard Dukes Standardwerk "Gaming: The Future's Language" von 1974 und betrachtet Vergangenheit, Gegenwart und speziell die Zukunft von Gaming, bezogen auf die Leitgedanken in Dukes Werk. In ihrem Band dokumentieren die beiden Herausgeber Duke und Kriz die Geschichte, das Erfahrungswissen und den derzeitigen Stand der Technik der Planspiele und liefern Inspiration für aktuelle und zukünftige Entwicklungen. Der Band wendet sich an alle, die sich mit dem Thema Gaming in Politik, Strategie, Bildung, Management und anderen Bereichen beschäftigen.
Price: 134.95 € | Shipping*: 0.00 € -
Gaming Lives in the Twenty-First Century
This volume examines the claim that computer games can provide better literacy and learning environments than schools. Using case-studies in the US at the beginning of the twenty-first century and the words and observations of individual gamers, the book offers historical and cultural analyses of their literacy development, practices and values.
Price: 289.74 € | Shipping*: 0.00 €
-
What RGB software is available for hardware components?
There are several RGB software options available for controlling RGB lighting on hardware components. Some popular choices include ASUS Aura Sync, MSI Mystic Light, Gigabyte RGB Fusion, Corsair iCUE, and NZXT CAM. These software programs allow users to customize and synchronize the RGB lighting on their components to create unique lighting effects.
-
Are the hardware components compatible?
To determine if hardware components are compatible, you need to check if the components have the same interface and form factor. For example, if you are installing a new graphics card, you need to ensure that it is compatible with your motherboard's PCIe slot. Additionally, you should also check if the power supply can support the new hardware and if there is enough physical space in the case for installation. Overall, compatibility depends on the specific components and their specifications.
-
Why does Windows allow software to access many hardware components such as the mouse?
Windows allows software to access hardware components such as the mouse in order to provide a platform for developers to create a wide range of applications and functionalities. By allowing software to access hardware components, Windows enables the development of diverse and innovative software that can interact with various input and output devices. This flexibility also allows for the creation of user-friendly interfaces and enhances the overall user experience. Additionally, it enables the integration of different hardware components, leading to a more seamless and interconnected computing environment.
-
Software or hardware?
When deciding between software and hardware, it ultimately depends on the specific needs and goals of the user. Software provides flexibility, scalability, and ease of updates, making it ideal for tasks that require frequent changes or updates. On the other hand, hardware offers reliability, security, and performance for tasks that require high processing power or data storage. It is important to carefully evaluate the requirements of the project or task at hand to determine whether software or hardware is the best solution.
Similar search terms for The:
-
The Best Software Writing I
* Will appeal to the same (large) audience as Joel on Software * Contains exclusive commentary by Joel * Lots of free publicity both because of Joel’s influence in the community and the influence of the contributors
Price: 180.48 € | Shipping*: 0.00 € -
Gender und Gaming
Computerspiele sind aus medienökonomischer Sicht zwar längst ein Massenmedium, in der gesellschaftlichen Wahrnehmung werden sie jedoch tendenziell immer noch als Spielzeug vornehmlich für junge Männer wahrgenommen. Dabei liegt der Anteil derjenigen, die regelmäßig spielen, in Deutschland bei fast 50 Prozent der Bevölkerung - und hiervon sind wiederum ca. 45 Prozent Spielerinnen. Ausgehend von diesem Missverhältnis zwischen gesellschaftlicher Verbreitung und Wahrnehmung rückt Sabine Hahn einerseits aus kulturwissenschaftlicher Perspektive die Spielerinnen in den Fokus und wirft andererseits aus mediensoziologischer bzw. kommunikationswissenschaftlicher Perspektive einen Blick hinter die Kulissen der Games-Industrie.
Price: 159.99 € | Shipping*: 0.00 € -
The Unity Game Engine and the Circuits of Cultural Software
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
Price: 241.44 € | Shipping*: 0.00 € -
Introduction to Optical Components
The following topics are presented in this book: dielectric waveguides, flat plate and guided propagation acousto-optic and electro-optic modulators optical amplifiers optical gratings lasers
Price: 14.99 € | Shipping*: 0.00 €
-
'Software or hardware?'
The choice between software and hardware depends on the specific needs and goals of the user. Software provides flexibility and can be easily updated or customized, while hardware offers physical components that may be more reliable and provide better performance for certain tasks. Ultimately, the decision between software and hardware should be based on the specific requirements of the user and the intended use of the technology.
-
Do the hardware components fit together?
Yes, the hardware components fit together. Each component is designed to be compatible with the others, allowing for seamless integration and functionality. Whether it's a computer, smartphone, or any other electronic device, the hardware components are engineered to work together efficiently and effectively. This ensures that users can experience a smooth and cohesive performance from their devices.
-
Is the software or hardware broken?
To determine if the software or hardware is broken, you can try troubleshooting steps such as restarting the device, checking for software updates, or running diagnostic tests. If the issue persists after trying these steps, it is likely that either the software or hardware is broken. You may need to consult with technical support or a professional to further diagnose and fix the problem.
-
What are the components of computer hardware?
Computer hardware consists of various physical components that make up a computer system. These components include the central processing unit (CPU), which is the brain of the computer, the motherboard, which connects all the other components together, memory (RAM) for temporary data storage, storage devices such as hard drives or solid-state drives for long-term data storage, input devices like keyboards and mice, output devices such as monitors and printers, and various other components like graphics cards, network cards, and power supplies. All of these components work together to enable the computer to perform tasks and process data.
* All prices are inclusive of VAT and, if applicable, plus shipping costs. The offer information is based on the details provided by the respective shop and is updated through automated processes. Real-time updates do not occur, so deviations can occur in individual cases.