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Book Description Condition: New. Seller Inventory # ABLIING23Apr0316110125653
Book Description Condition: New. PRINT ON DEMAND Book; New; Fast Shipping from the UK. No. book. Seller Inventory # ria9783846559857_lsuk
Book Description PF. Condition: New. Seller Inventory # 6666-IUK-9783846559857
Book Description Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible. 128 pp. Englisch. Seller Inventory # 9783846559857
Book Description PAP. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. Seller Inventory # L0-9783846559857
Book Description PAP. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. Seller Inventory # L0-9783846559857
Book Description Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - For a beginning video game player, the biggest challenge is not learning the controls and adapting one's motor skills to match them, but rather knowing where you are and where you are going. The landscape of a game is not much different nowadays from a real environment. It is also with exactly the same cognitive functions that players move through virtual environments as real environments. These functions could be roughly divided into: cognitive maps and cognitive routes. At first, when the environment is new, the player would try to remember routes to relevants locations, and use landmarks to get there. But as he or she progresses, remembering all the different routes is not efficient anymore. The cognitive map is begin constructed. But video game space is not solid as rock. It is liquid. It could change as you wallk through it. You could warp from one spot to another. Space could be wrapped, inverted, Escherian, piled up, or fragmented. This causes cognitive strategies to be unreliable, but makes many dazzling 'spatial' effects possible. Seller Inventory # 9783846559857
Book Description Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: Meintema RubenRuben Meintema (Research M.A. cum laude) works at the boundary between digital and traditional culture. He has a background in Literary Studies, as well as in computer programming. Just the combination for studying vide. Seller Inventory # 5499071