Alternate Reality Games: Gamification for Performance

CRC Press
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While formal training and communication are a foundational approach to developing employees in the workplace, alternate reality games (ARGs) provide a framework for increased and sustained engagement within business organizations. ARGs are transmedia experiences designed to generate engagement and immersive learning beyond what is achieved in forma
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About the author

Charles Palmer, Harrisburg University of Science and Technology, Pennsylvania, USA

Andy Petroski

, Harrisburg University of Science and Technology, Pennsylvania, USA
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Additional Information

Publisher
CRC Press
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Published on
Mar 30, 2016
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Pages
130
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ISBN
9781498722391
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Best For
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Language
English
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Genres
Business & Economics / Human Resources & Personnel Management
Computers / Programming / Games
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Content Protection
This content is DRM protected.
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Seller
Google Commerce Ltd
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Eligible for Family Library

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Join the virtual reality revolution by creating immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC ViveKey FeaturesDevelop robust, immersive VR experiences that are easy on the eye.Code 3D games and applications using Unity 3D game engine.Learn the basic principles of virtual reality applications Book Description

Are you new to virtual reality? Do you want to create exciting interactive VR applications? There's no need to be daunted by the thought of creating interactive VR applications, it's much easier than you think with this hands-on, project-based guide that will take you through VR development essentials for desktop and mobile-based games and applications. Explore the three top platforms—Cardboard VR, Gear VR, and OculusVR —to design immersive experiences from scratch.

You’ll start by understanding the science-fiction roots of virtual reality and then build your first VR experience using Cardboard VR. You'll then delve into user interactions in virtual space for the Google Cardboard then move on to creating a virtual gallery with Gear VR. Then you will learn all about virtual movements, state machines, and spawning while you shoot zombies in the Oculus Rift headset. Next, you'll construct a Carnival Midway, complete with two common games to entertain players.

Along the way, you will explore the best practices for VR development, review game design tips, discuss methods for combating motion sickness and identify alternate uses for VR applications

What you will learnUse Unity assets to create object simulation.Implement simple touch controls in your application.Apply artificial intelligence to achieve player and character interaction.Add scripts for movement, tracking, grasping, and spawning.Create animated walkthroughs, use 360-degree media, and build engaging VR experiences.Deploy your games on multiple VR platforms.Who this book is for

If you are a game developer and a VR enthusiast now looking to get stuck into the VR app development process by creating VR apps for different platforms, then this is the book for you. Familiarity with the Unity game engine and the C# language is key to getting the most from this book.

The information infrastructure – comprising computers, embedded devices, networks and software systems – is vital to operations in every sector: inf- mation technology, telecommunications, energy, banking and ?nance, tra- portation systems, chemicals, agriculture and food, defense industrial base, public health and health care, national monuments and icons, drinking water and water treatment systems, commercial facilities, dams, emergency services, commercial nuclear reactors, materials and waste, postal and shipping, and government facilities. Global business and industry, governments, indeed - ciety itself, cannot function if major components of the critical information infrastructure are degraded, disabled or destroyed. This book, Critical Infrastructure Protection III, is the third volume in the annualseriesproducedbyIFIP WorkingGroup11.10onCriticalInfrastructure Protection, an active international community of scientists, engineers, prac- tioners and policy makers dedicated to advancing research, development and implementation e?orts related to critical infrastructure protection. The book presents original research results and innovative applications in the area of infrastructure protection. Also, it highlights the importance of weaving s- ence, technology and policy in crafting sophisticated, yet practical, solutions that will help secure information, computer and network assets in the various critical infrastructure sectors. This volume contains seventeen edited papers from the Third Annual IFIP Working Group 11.10 International Conference on Critical Infrastructure P- tection, held at Dartmouth College, Hanover, New Hampshire, March 23–25, 2009. The papers were refereed by members of IFIP Working Group 11.10 and other internationally-recognized experts in critical infrastructure protection.
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