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Displaying results 151 to 175 of 733.

  1. Seinkönnen in der Welt
    zur Phänomenologie des Entwerfens
    Published: 2014

    Zentralinstitut für Kunstgeschichte, Bibliothek
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    Source: Union catalogues
    Language: German
    Media type: Article (edited volume)
    Parent title:
    Suchen, Entwerfen, Stiften / David Espinet ; Toni Hildebrandt (Hg.); Paderborn, 2014; S. 21-30
    Subjects: Thermalbad; Entwurf; Ästhetik; Kunst
    Other subjects: Zumthor, Peter (1943-); Heidegger, Martin (1889-1976); Gadamer, Hans-Georg (1900-2002)
  2. Die Freiheit des Entwurfs
    zur Antinomie der Kunst bei Kant, Bacon, Heidegger und Kandinsky
    Published: 2014

    Zentralinstitut für Kunstgeschichte, Bibliothek
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    Source: Union catalogues
    Language: German
    Media type: Article (edited volume)
    Parent title:
    Suchen, Entwerfen, Stiften / David Espinet ; Toni Hildebrandt (Hg.); Paderborn, 2014; S. 31-54
    Subjects: Ästhetik; Kunst; Entwurf
    Other subjects: Kant, Immanuel (1724-1804); Bacon, Francis (1561-1626); Kandinsky, Wassily (1866-1944); Heidegger, Martin (1889-1976)
  3. The art of game design
    a book of lenses
    Published: c2008
    Publisher:  CRC Press, Boca Raton, Fla. [u.a.]

    Universitätsbibliothek Regensburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780123694966; 0123694965
    RVK Categories: AP 99550 ; ST 324
    Subjects: Computer games; Programmierung; Computerspiel; Gestaltung; Entwurf
    Scope: XXX, 489 S., Ill., graph. Darst., 24 cm
  4. Video game design foundations
    software design guide
    Published: 2014
    Publisher:  Goodheart-Willcox, Tinley Park, Ill.

    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781619602823; 9781619602786
    Subjects: Entwurf; Computerspiel
    Scope: 416 S., Ill., graph. Darst.
  5. A theory of fun for game design
    Author: Koster, Raph
    Published: 2013
    Publisher:  O'Reilly, Sebastopol, CA

    Universitätsbibliothek Bayreuth
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    Hochschule Kempten, Hochschulbibliothek
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    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Universitätsbibliothek Passau
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    Universitätsbibliothek Würzburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781449363215; 1449363210
    Other identifier:
    9781449363215
    RVK Categories: ST 324
    DDC Categories: 004
    Edition: 2. ed.
    Subjects: Design; Spiel; Spaß; Computerspiel; Entwurf
    Scope: XVIII, 279 S., Ill., graph. Darst., Notenbsp.
  6. La chimère, symbole de la somptuosité

    Zentralinstitut für Kunstgeschichte, Bibliothek
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    Source: Union catalogues
    Language: French
    Media type: Book
    Parent title: Connaissance des arts; 107.1961, S. 30 ff.
    Subjects: Ikonographie; Ornament; Chimäre <Fabeltiere>; Entwurf
  7. Vom Kaiser-Wilhelm-Denkmal zum Vereinigungsmonument
    Published: 2011
    Publisher:  Beuth-Hochschule für Technik, Berlin

    Technische Universität München, Universitätsbibliothek
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    Source: Union catalogues
    Language: German
    Media type: Book
    Series: Schriftenreihe zur Baugeschichte und Architekturtheorie des Labors für Baugeschichte und Bauerhaltung ; 5
    Subjects: Denkmal; Wiedervereinigung <Deutschland, Motiv>; Entwurf
    Scope: 78 S., zahlr. Ill. und graph. Darst.
  8. Fundamentals of game design
    Published: 2014
    Publisher:  New Riders, Berkeley, Calif.

    Universitätsbibliothek Bayreuth
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    Technische Universität München, Universitätsbibliothek, Teilbibliotheken Garching
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    Universitätsbibliothek Würzburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9780321929679; 0321929675
    RVK Categories: AP 15963 ; AP 18200 ; ST 324
    Edition: 3. ed.
    Subjects: Entwurf; Softwareentwicklung; Computerspiel
    Other subjects: Computer games / Design; Computer games / Programming
    Scope: XIV, 560 S., Ill., graph. Darst.
  9. Game design secrets
    do what you never thought possible to market and monetize your iOS, Facebook, and web games
    Published: c2012
    Publisher:  Wiley, Indianapolis, Ind.

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781118463918; 9781118416464; 9781118434208; 9781283645997
    RVK Categories: ST 324
    Subjects: Computer games / Design; Marketing; Computerspiel; Entwurf
    Scope: 1 Online-Ressource (xxvi, 308 p.)
    Notes:

    Includes index

  10. The art of game design
    a book of lenses
    Published: 2015
    Publisher:  Taylor & Francis, Boca Raton

    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781466598645; 9781466598676
    Edition: Second edition
    Subjects: Computer games; Entwurf; Programmierung; Gestaltung; Computerspiel
    Other subjects: Electronic books
    Scope: 594 pages
    Notes:

    Includes bibliographical references and index

  11. Werkzeuge des Entwerfens
    Contributor: Wittmann, Barbara (Publisher)
    Published: [2018]; © 2018
    Publisher:  Diaphanes, Zürich

    Deutsches Forum für Kunstgeschichte, Bibliothek
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Wittmann, Barbara (Publisher)
    Language: German
    Media type: Ebook
    Format: Online
    ISBN: 9783035801057; 3035800391
    RVK Categories: LH 67220 ; LH 79540 ; LH 61340 ; ZH 3450 ; ZH 3550
    Edition: 1. Auflage
    Series: Schriften des Internationalen Kollegs für Kulturtechnikforschung und Medienphilosophie ; Band 30
    Subjects: Bauentwurf; Entwurf; Ästhetik; Architekturmodell; Gestaltung; Architekturzeichnung; Papier; Werkzeug; Methodologie
    Other subjects: Design; Architekturtheorie; Entwurf; Erfindung; Kulturelle Praxis; Kulturtechniken
    Scope: 1 Online-Ressource (272 Seiten), Illustrationen, Karten
  12. A theory of fun for game design
    Author: Koster, Raph
    Published: 2014
    Publisher:  O'Reilly Media, Sebastopol, CA

    Universitätsbibliothek Augsburg
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 9781449363215
    Other identifier:
    9781449363215
    RVK Categories: ST 324 ; AP 15963
    Edition: 2. edition
    Subjects: Spaß; Computerspiel; Entwurf
    Scope: XVIII, 279 Seiten, Illustrationen
  13. Wie wird man ein Mensch?
    Anthropologie als Grundlage der Philosophie
    Published: [2021]; © 2021
    Publisher:  transcript, Bielefeld

    Wie machen wir uns als Menschen? Diese Frage liegt vor allen Problemen der Philosophie und der Wissenschaften vom Menschen. In diesem Band wird sie als Grundfrage der Anthropologie behandelt. Anthropologie ist als »erste Philosophie« eine Reflexion... more

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    TH-AB - Technische Hochschule Aschaffenburg, Hochschulbibliothek
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    Technische Hochschule Augsburg
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    Universitätsbibliothek Bamberg
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    Hochschule Coburg, Zentralbibliothek
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    Universitätsbibliothek Eichstätt-Ingolstadt
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    Hochschule Kempten, Hochschulbibliothek
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    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
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    Universitätsbibliothek der LMU München
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    Universität der Bundeswehr München, Universitätsbibliothek
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    Evangelische Hochschule Nürnberg, Bibliothek
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    Universitätsbibliothek Passau
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    Universitätsbibliothek Regensburg
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    Technische Hochschulbibliothek Rosenheim
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    Hochschule für angewandte Wissenschaften Würzburg-Schweinfurt, Abteilungsbibliothek Schweinfurt
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    Technische Hochschule Würzburg-Schweinfurt Bibliothek
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    Wie machen wir uns als Menschen? Diese Frage liegt vor allen Problemen der Philosophie und der Wissenschaften vom Menschen. In diesem Band wird sie als Grundfrage der Anthropologie behandelt. Anthropologie ist als »erste Philosophie« eine Reflexion über die Selbst-Verständigung des Menschen. Wie der Mensch sich macht, wird als Entwurf seiner selbst untersucht. Gunter Gebauer exploriert das Projekt aus verschiedenen Richtungen, die in das Zentrum der aktuellen Wissenschaften vom Menschen führen: die Körpertechniken, der Habitus, die Sprache, die Selbstsorge, die Empathie. Der Band wendet sich an Leser*innen mit Interesse an einem vertieften Verständnis des Menschen und der Wissenschaften vom Menschen

     

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  14. Die Verwandlung der Bilder
    Karl Friedrich Schinkels Bühnendekorationen
    Published: [2021]; © 2021
    Publisher:  VDG Weimar - Verlag und Datenbank für Geisteswissenschaften, Ilmtal-Weinstraße

    Staats- und Stadtbibliothek Augsburg
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    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
    Bayerische Staatsbibliothek
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    Zentralinstitut für Kunstgeschichte, Bibliothek
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    Universitätsbibliothek Regensburg
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    Bibliotheca Hertziana - Max-Planck-Institut für Kunstgeschichte
    Universitätsbibliothek Würzburg
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    Content information
    Source: Union catalogues
    Language: German
    Media type: Dissertation
    ISBN: 9783897399549; 3897399547
    Other identifier:
    9783897399549
    RVK Categories: LI 79700
    Subjects: Zeichnung; Landschaft <Motiv>; Schrifttum; Bühnenbild; Reisebericht; Skizze; Entwurf; Ästhetik; Geschichtsbild; Theater
    Other subjects: Schinkel, Karl Friedrich (1781-1841); 19. Jahrhundert; Ästhetischer Historismus; Bühnendekorationen; Architekturgeschichte; Karl Friedrich Schinkel; Theaterhistorismus
    Scope: 343 Seiten, 46 ungezählte Seiten Bildtafeln, Illustrationen, 24 cm x 17 cm, 1091 g
    Notes:

    Dissertation, Universität Leipzig, 2019

  15. The fifth notebook of Dylan Thomas
    annotated manuscript edition
    Published: 2021
    Publisher:  Bloomsbury Academic, London ; New York ; Oxford ; New Delhi ; Sydney

    "Between May 1930 and August 1935, Dylan Thomas kept numerous notebooks of poems. They contain the drafts of almost all of the work that would form his first two reputation-making collections, 18 Poems (1934) and Twenty-five Poems (1936), and many of... more

    Universitätsbibliothek Bayreuth
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    "Between May 1930 and August 1935, Dylan Thomas kept numerous notebooks of poems. They contain the drafts of almost all of the work that would form his first two reputation-making collections, 18 Poems (1934) and Twenty-five Poems (1936), and many of those in his third collection, The Map of Love (1939). Thomas sold four of the notebooks, spanning May 1930 to May 1934, to the University of Buffalo in 1941. However, the existence of a fifth notebook, covering the period June 1934 to August 1935, was unknown until 2014, the centenary of his birth. The Fifth Notebook of Dylan Thomas makes this newly-discovered text available to readers and researchers for the first time. It contains the only existing MSS versions of Thomas's most challenging poems, 'I, in my intricate image' and 'Altarwise by owl-light', and fourteen other early poems. It contains facsimiles and full transcripts of the originals, is annotated throughout, and has a full scholarly introduction. Exploring the contexts of these brilliant and experimental lyrics - many with substantial reworkings and variant passages - this landmark publication sheds new light on the creative practice of one of the most important and well-known poets of the twentieth century."--

     

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    Source: Union catalogues
    Contributor: Goodby, John (Publisher); Osbourne, Adrian (Publisher)
    Language: English
    Media type: Book
    ISBN: 9781350103832
    RVK Categories: HM 4493
    Series: Modernist archives series
    Subjects: Literary studies: from c 1900 - / bicssc; Lyrik; Entwurf; Notizbuch
    Other subjects: Thomas, Dylan / 1914-1953 / Criticism and interpretation; Thomas, Dylan (1914-1953)
    Scope: x, 196 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

    Modernist Archives Series Editorial Preface -- Acknowledgements -- List of illustrations -- List of abbreviations -- Introduction: 'From the oracular archives': the fifth notebook of Dylan Thomas -- Facsimile of the fifth notebook with facing transcription -- Editorial note and annotations -- Index. - Mode of access: World Wide Web

  16. Serious game design and development
    technologies for training and learning
    Contributor: Cannon-Bowers, Janis A. (Publisher); Bowers, Clint (Publisher)
    Published: [2010]; © 2010
    Publisher:  Information Science Reference, Hershey ; New York

    "With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully... more

    Hochschulbibliothek Ansbach
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    THD - Technische Hochschule Deggendorf, Hochschulbibliothek
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    Hochschulbibliothek Ingolstadt
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    Hochschule für angewandte Wissenschaften Neu-Ulm, Hochschulbibliothek
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    Universität der Bundeswehr München, Universitätsbibliothek
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    OTH- Ostbayerische Technische Hochschule Regensburg, Hochschulbibliothek
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    "With an increasing use of vido games in various disciplines within the scientific community, this book seeks to understand the nature of effective games and to provide guidance for how best to harness the power of gaming technology to successfully accomplish a more serious goal" - Provided by publisher

     

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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Contributor: Cannon-Bowers, Janis A. (Publisher); Bowers, Clint (Publisher)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781615207404
    Other identifier:
    RVK Categories: SU 500
    Series: Premier reference source
    Subjects: Video games; Video games industry; Game theory; Computerspiel; Entwurf; Lernspiel
    Scope: 1 Online-Ressource (xxi, 360 Seiten), Diagramm
    Notes:

    Includes bibliographical references and index

  17. The Game Narrative Toolbox
    Published: 2017
    Publisher:  Routledge, New York , London

    Technische Hochschule Nürnberg Georg Simon Ohm, Bibliothek
    No loan of volumes, only paper copies will be sent
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    Source: Union catalogues
    Language: English
    Media type: Book
    ISBN: 1138428248; 9781138428249
    RVK Categories: AP 15860
    Series: Focal press game design workshops
    Subjects: Design; Produktgestaltung; Computerspiel; Entwurf
    Scope: xiii, 248 Seiten, Illustrationen
  18. Die Arbeit mit Literatur im Fach Deutsch als Fremdsprache
    neue Ansätze mit Unterrichtsentwürfen
    Published: 2010
    Publisher:  Hacettepe Üniversitesi Yayınları, Ankara

    Bayerische Staatsbibliothek
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    Source: Union catalogues
    Language: German
    Media type: Book
    ISBN: 9789754912876
    Subjects: Literatur; Deutsch; Fremdsprache; Unterricht; Entwurf
    Scope: 284 Seiten, Illustrationen, Karte, 23.5 cm x 16.5 cm
    Notes:

    Literaturverzeichnis Seite 277-284

    Die Verwendung von literarischen Texten (Epos, Roman, Novelle, Kurzgeschichte, Parabel, Fabel, Märchen, Anekdote, Lyrik, Drama) im fremdsprachlichen Deutschunterricht (mit Unterrichtsentwürfen).

    Einleitung -- 1. Literarische Texte: 1.1 Literaturbegriff – 1.2 Wissenschaftsdisziplinen der Literatur – 1.3 Zweck der Literatur -- 2. Grundlagen und Theorien der fremdsprachlichen Literaturdidaktik: 2.1 Über Literaturdidaktik – 2.2 Die Beziehung zwischen Literaturwissenschaft, Literaturtheorie und Literaturdidaktik – 2.3 Literarische Texte im fremdsprachlichen Deutschunterricht - 2.4 Literaturdidaktische Ansätze für fremdsprachlichen Deutschunterricht – 2.4.1 Der kommunikative Ansatz und der rezeptionsdidaktische Ansatz – 2.4.1.1. Schüler- und handlungsorientierter Literaturunterricht – 2.4.2. Interkulturelles Konzept und der interkulturell-hermeneutische Ansatz – 2.4.2.1 Der Ansatz von Hunfeld – 2.4.2.2. Der Ansatz von Ehlers – 2.4.2.3. Der Ansatz von Bredella – 2.5 Literatur- und lerntheoretische Perspektive – 2.6 Wozu Literatur im DaF-Unterricht? – 2.7 Auswahlkriterien für literarische Text im DaF-Unterricht -- 3. Literarisches Lernen im DaF-Unterricht: 3.1 Modelle literarischer und didaktischer Kommunikation über Texte – 3.2 Kompetenzenmodell – 3.3 Lehr- und Lernziele – 3.4 Zur Rolle der Lehrkraft - 3.4.1 Aufgabenbereiche der Lehrkraft - 3.4.2 Leistungsbewertung und Beurteilungskriterien -- 4. Didaktisch-methodische Verfahren: 4.1 Die drei Phasen und ihre Funktionen - 4.1.1 Die Phase vor dem Lesen – 4.1.2 Die Phase während des Lesens – 4.1.3 Die Phase nach dem Lesen - 4.2 Überblick: Aktivitäten vor dem Lesen, während des Lesens und nach dem Lesen - 4.2.1 Aktivitäten vor dem Lesen - 4.2.2 Aktivitäten während des Lesens - 4.2.3 Aktivitäten nach dem Lesen.

    5. Literarische Gattungen und deren Behandlung im fremdsprachlichen Deutschunterricht: 5.1 Die Arbeit mit epischen Texten - 5.1.1 Grundwissen Epik, epische Merkmale - 5.1.2 Epische Formen - 5.1.2.1 Das Epos - 5.1.2.2 Der Roman - 5.1.2.2.1 Unterrichtsentwurf zu "Der weinende Granatapfel" – 5.1.2.2.2 Weiterführende Aufgaben für die Behandlung des Romans - 5.1.2.3 Die Novelle – 5.1.2.3.1 Unterrichtsentwurf zu "Romeo und Julia auf dem Dorfe" - " - 5.1.2.3.2 Weiterführende Aufgaben für die Behandlung der Novelle - - 5.1.2.4 Die Kurzgeschichte - 5.1.2.4.1 Unterrichtsentwurf zu "Die Probe" – 5.1.2.4.2 Unterrichtsentwurf zu "Das Brot" - 5.1.2.4.3 Weiterführende Aufgaben für die Behandlung der Kurzgeschichte - 5.1.2.5 Die Parabel - 5.1.2.5.1 Unterrichtsentwurf zu "Vor dem Gesetz" - 5.1.2.5.2 Unterrichtsentwurf zu "Herrn K.s Lieblingstier" - 5.1.2.5.3 Weiterführende Aufgaben für die Behandlung der Parabel - 5.1.2.6 Die Fabel - 5.1.2.6.1 Unterrichtsentwurf zu "Der Wolf und das Lamm" - 5.1.2.6.2 Unterrichtsentwurf zu "Die Hunde" - 5.1.2.6.3 Weiterführende Aufgaben für die Behandlung der Fabel - 5.1.2.7 Das Märchen - 5.1.2.7.1 Unterrichtsentwurf zu "Die Sterntaler" - 5.1.2.7.2 Unterrichtsentwurf zu "Rotkäppchen" - 5.1.2.7.2 Weiterführende Aufgaben für die Behandlung des Märchens - 5.1.2.8 Die Anekdote - 5.1.2.8.1 Unterrichtsentwurf zu "Begräbnis" - 5.1.2.8.2 Weiterführende Aufgaben für die Behandlung der Anekdote.

    5.2 Die Arbeit mit lyrischen Texten - 5.2.1 Grundwissen Lyrik, lyrische Merkmale - 5.2.2 Gattungsspezifische Arbeitsformen für lyrische Texte - 5.2.3 Lyrische Formen – 5.2.4 Unterrichtsentwurf zu "fünfter sein" - 5.2.5 Unterrichtsentwurf zu "Der Bauer an seinen durchlauchtigen Tyrannen" - 5.2.6 Unterrichtsentwurf zu "Der Rauch" - 5.2.7 Unterrichtsentwurf zu "HERZ (wenn du sagst...)" - 5.2.8 Unterrichtsentwurf zu "Nähe des Geliebten" - 5.2.9 Unterrichtsentwurf zu "Der kleine Vogelfänger" und "Das Samenkorn" – 5.2.10 Weiterführende Aufgaben für die Behandlung von lyrischen Texten. - 5.3 Die Arbeit mit dramatischen Texten - 5.3.1 Grundwissen Dramatik, dramatische Merkmale - 5.3.2. Gattungsspezifische Arbeitsformen für dramatische Texte - 5.3.3 Dramatische Formen - 5.3.4. Unterrichtsentwurf zu "Der Besuch der alten Dame" - 5.3.5 Unterrichtsentwurf zu "Nathan der Weise" - 5.3.6 Weiterführende Aufgaben für die Behandlung von dramatischen Texten --- 6. Reader --- 7. Literaturverzeichnis - 7.1 Quellenangaben der Abbildungen

  19. Cinematic game secrets for creative directors and producers
    inspired techniques from industry legends
    Author: Newman, Rich
    Published: ©2009
    Publisher:  Focal Press/Elsevier, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240810713; 0240810716; 9780080928050; 0080928056
    Subjects: Video games / Design. Cinematography / Special effects; Sport & Recreation; GAMES / Video & Electronic; Cinematography / Special effects; Video games / Design; Video games; Cinematography; Entwurf; Computerspiel
    Scope: xii, 230 pages
    Notes:

    Create effective cinematography for your games with this film-based approach to creating cinematic games. Cinematic Game Secrets gives game producers, directors, and developers insight into how to make their games more cinematic. Game developers will learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; and using tried and true film industry methods for casting, voice-over, direction, and production. Includes interview with luminaries and leading figures in the field such as Warren Spector (Founder, Junction Point Studios), Bruce Block (Author, The Visual Story), Ron Burke (Founder, GamingTrend), Bob Sabiston (Flat Black Films), Tom Buscaglia (GameDevKit.com), Daniel Erickson (BioWare), Jay Duplass (Director, The Puffy Chair), Ray Pena (Spacetime Studios), Richard Rouse III (Author, Game Design: Theory and Practice), Mathieu Raynault (Artist, 300, King Kong), Donise Hardy (C.S.A.), Patrick Hamilton (President, Wardog Studios), and Marc Schaefgen (Midway Games). --Author, Rich Newman has worked in the film industry(Texas Chainsaw Massacre, The Alamo) and video game industry (Midway Games) for over five years and knows how to make the most of the convergence of technologies. --With examples from today's hottest game titles (courtesy of GamingTrend) to illustrate film techniques used in games, like the use of narrow focus in cinematography, or over-the-shoulder viewpoint style of viewpoint that makes the game have a documentary-like quality. --Interviews, case studies, and helpful glossary of terms all included

    Includes bibliographical references (pages 221-222) and index

  20. The art of game design
    a book of lenses
    Published: ©2008
    Publisher:  Elsevier/Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780123694966; 0123694965; 0080919170; 9780080919171
    Subjects: Jeux d'ordinateur / Conception; GAMES / Video & Electronic; Computer games / Design; Computerspiel; Computer games; Gestaltung; Programmierung; Entwurf; Computerspiel
    Scope: xxx, 489 pages
    Notes:

    Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it. * Jesse Schell is a highly recognizable name within the game industry - he is the former chair of the International Game Developer's Association, and has designed many successful games, including Disney's award-winning Toontown Online. * The book's design methodology was developed at Carnegie Mellon University's Entertainment Technology Center, co-founded by Dr. Randy Pausch of "Last Lecture" fame. * 100 'lenses' are scattered throughout the book. These are boxed sets of questions, each a different way of seeing a game that will inspire the creative process. * 500 pages of detailed, practical instruction on creating world-class games that will be played again and again. * Winner of Game Developer's 2008 Front Line Award in the book category

    Includes bibliographical references (pages 477-479) and index

  21. Game design workshop
    a playcentric approach to creating innovative games
    Published: ©2008
    Publisher:  Elsevier Morgan Kaufmann, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240809748; 0240809742; 9780080560397; 0080560393
    Edition: 2nd ed
    Subjects: GAMES / Video & Electronic; Computer games / Design; Computer games / Programming; Computer graphics; Spelprogrammering; Datorspel / design; Datorgrafik; Computer games; Computer games; Computer graphics; Programmierung; Entwurf; Computerspiel
    Scope: xx, 470 pages
    Notes:

    Master the craft of game design so you can create that elusive combination of challenge, competition, and interaction that players seek. This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design. Features: * A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology * Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux

    Includes bibliographical references and index

  22. Pervasive games
    theory and design
    Published: ©2009
    Publisher:  Morgan Kaufmann Publishers, Burlington, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780123748539; 0123748534; 9780080889795; 0080889794
    Subjects: Alternate reality games / Design; Fantasy games / Design; Ubiquitous computing; COMPUTERS / Reference; COMPUTERS / Machine Theory; COMPUTERS / Computer Literacy; COMPUTERS / Information Technology; COMPUTERS / Data Processing; COMPUTERS / Computer Science; COMPUTERS / Hardware / General; Alternate reality games / Design; Fantasy games / Design; Ubiquitous computing; Alternate reality games / Design; Fantasy games / Design; Ubiquitous computing; Informatik; Alternate reality games; Fantasy games; Ubiquitous computing; Entwurf; Computerspiel; Geländespiel
    Scope: xxiii, 312 pages
    Notes:

    "International Game Developers Association."--Cover

    Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing. designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen.-Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible.-Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others

    Includes bibliographical references (pages 286-298) and index

  23. Making great games
    an insider's guide to designing and developing the world's greatest video games
    Published: 2011
    Publisher:  Focal Press/Elsevier, Amsterdam

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780240812854; 0240812859; 9780240812861; 0240812867
    Subjects: GAMES / Video & Electronic; Video games / Authorship; Video games / Design; Video games; Video games; Entwurf; Softwareentwicklung; Computerspiel
    Scope: xiv, 219 pages
    Notes:

    Includes index

    Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production.

    This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made. * Provides an in-depth look at ten contemporary, best-selling and critically acclaimed videogames across a variety of styles, game types, and platforms. * Unprecedented access and insight into the inner workings of the teams, large and small, responsible for bringing several best-of-breed videogames in the world to market - hear directly from the creative teams in their own words in detailed case studies. * Analysis of best practices and pitfalls common to the process of creating great games through all phases, from concept development through prototyping, production, testing and launch.

    & nbsp; * Includes a dozen interviews with games industry leaders, all of whom have shipped great games including: Halo, The Sims, God of War, Spore, Brutal Legend, NBA Street, Splinter Cell, Skate, Need for Speed, and more. * Hands-on tools and hard-won, real world advice from recognized industry experts you can start using immediately to make better video games. * A companion website provides more up-to-date information as well as reader forums

  24. Allievi, seguaci, imitatori e avversari
    l'impronta marattesca nella pittura romana del Settecento e il suo tramonto
  25. Les modèles dans l'art du Moyen Âge (XIIe-XVe siècles)
    actes du colloque "Modèles supposés, modèles repérés: leurs usages dans l'art gothique" : Université de Genève (3-5 novembre 2016) = Models in the art of the Middle Ages (12th-15th centuries) : conference proceedings "Supposed models, identified models: their uses in Gothic art"
    Published: [2018]; © 2018
    Publisher:  Brepols, Turnhout

    Universitätsbibliothek Bamberg
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Erlangen-Nürnberg, Hauptbibliothek
    Unlimited inter-library loan, copies and loan
    Kunsthistorisches Institut in Florenz, Max-Planck-Institut, Bibliothek
    Bayerische Staatsbibliothek
    Unlimited inter-library loan, copies and loan
    Monumenta Germaniae Historica, Deutsches Institut für Erforschung des Mittelalters, Bibliothek
    No inter-library loan
    Universitätsbibliothek der LMU München
    Unlimited inter-library loan, copies and loan
    Zentralinstitut für Kunstgeschichte, Bibliothek
    No loan of volumes, only paper copies will be sent
    Deutsches Forum für Kunstgeschichte, Bibliothek
    Bibliotheca Hertziana - Max-Planck-Institut für Kunstgeschichte
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    Source: Union catalogues
    Contributor: Borlée, Denise (Publisher); Terrier Aliferis, Laurence (Publisher); Joubert, Fabienne
    Language: French; English
    Media type: Conference proceedings
    ISBN: 9782503578026
    RVK Categories: LH 65680
    Corporations / Congresses: Colloque modèles supposés, modèles repérés: leurs usages dans l'art gothique (2016, Genf)
    Series: Répertoire iconographique de la littérature du Moyen Âge. Les études du RILMA ; 10
    Subjects: Transfer; Vervielfältigung; Vorlage; Entwurf; Schaffensprozess; Reproduktionstechnik; Modell; Vorzeichnung; Kunst; Motiv
    Scope: 284 Seiten, Illustrationen, 1 Karte