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Avoided deforestation can be characterized as the use of financial incentives to reduce rates of deforestation and forest degradation, with much of the focus on forests in tropical countries.
While avoided deforestation, as a policy issue, is not new, the current debate in academic and policy circles on including it in future climate change mitigation strategies such as the Clean Development Mechanism is gathering pace – and this debate is only likely to intensify as negotiations continue over what should be included in the successor agreement to the Kyoto Protocol, which is set to expire in 2012.
Up until now, however, the debate in terms of the scientific and economic implications of avoided deforestation has not been brought together. This book aims to bring together important research findings in the area along with their policy implications, whilst linking avoided deforestation to political economy as well as to the latest developments in environmental and natural resource economics.
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Avoided deforestation can be characterized as the use of financial incentives to reduce rates of deforestation and forest degradation, with much of the focus on forests in tropical countries.
While avoided deforestation, as a policy issue, is not new, the current debate in academic and policy circles on including it in future climate change mitigation strategies such as the Clean Development Mechanism is gathering pace – and this debate is only likely to intensify as negotiations continue over what should be included in the successor agreement to the Kyoto Protocol, which is set to expire in 2012.
Up until now, however, the debate in terms of the scientific and economic implications of avoided deforestation has not been brought together. This book aims to bring together important research findings in the area along with their policy implications, whilst linking avoided deforestation to political economy as well as to the latest developments in environmental and natural resource economics.
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Join the virtual reality revolution by creating immersive 3D games and applications with Cardboard VR, Gear VR, OculusVR, and HTC Vive
About This Book
Develop 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 applicationsWho 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.
What You Will Learn
Use 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.In Detail
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
Style and approach
A project-based guide with every project built across chapters.
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