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Träfflista för sökning "WFRF:(Zackariasson Peter) ;pers:(Wilson Timothy 1938)"

Sökning: WFRF:(Zackariasson Peter) > Wilson Timothy 1938

  • Resultat 1-10 av 19
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1.
  • Andersson, Annika, 1961-, et al. (författare)
  • Challenges in project management : Grabbing the elephant
  • 2007
  • Ingår i: Projects & Profits. ; 7:12, s. 33-37
  • Tidskriftsartikel (refereegranskat)abstract
    • Projects and project management tend to have special meanings to the individuals involved in a specific line of research. This article reports on some topics covered in an informal Swedish network devoted to study project management. Ten topics are selected for discussion that fall into three broad categories—projects as practice, productivity in projects and education in a PM curriculum.
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2.
  • Boström, Gert-Olof, 1959-, et al. (författare)
  • CAD and Consequences in the Swedish Architectural Industry
  • 2003
  • Ingår i: Services Marketing Quarterly. - : Taylor & Francis. - 1533-2969 .- 1533-2977. ; 25:2, s. 25-41
  • Tidskriftsartikel (refereegranskat)abstract
    • As an example of technology shaping the marketing environment, this paper reports on the impact of the introduction of computer assisted design (CAD) capabilities into the architectural industry in Sweden. Change is addressed at three levels-in the process of producing output, in the output itself, and in the industry as an apparent consequence of the technological introduction. It is observed that there has been a division in the industry-one segment representing a rather traditional approach to architectural services, the other a more business-oriented, adopter segment. Results are interpreted in terms of a structurational theory of technology. Understanding is discussed both in terms of technology adoption as well as the nature of professional services.
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6.
  • Walfisz, Martin, et al. (författare)
  • Real-Time strategy : Evolutionary game development
  • 2006
  • Ingår i: Business Horizons. - : Elsevier. - 0007-6813 .- 1873-6068. ; 49:6, s. 487-496
  • Tidskriftsartikel (refereegranskat)abstract
    • Projects have become a way of getting things done, and have moved increasingly toward achieving qualitative goals. In this article on video game development, the opportunity is taken to relate some particular observations on creative projects and their management. The essential aspects of this approach are its incorporation of individual and group creativity into its foundation, a Lindblomian process of decision making, and a substitution of a time of regular introspection for milestones. Application depends upon the ability to have interim developments available for group examination and fixing a suitable time interval to make such assessments. The approach would seem applicable to a range of possibilities, including film making, script writing, architectural rendering, and equipment design.
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  • Wilson, Timothy, 1938-, et al. (författare)
  • Through the Looking Glass Sharply
  • 2012. - 1
  • Ingår i: The Video Game Industry. - New York, USA : Routledge. - 9780415896528 ; , s. 244-262
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)
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9.
  • Wilson, Timothy, 1938-, et al. (författare)
  • Video games : Past, present and future
  • 2012
  • Ingår i: Proceedings Northeastern Association of Business, Economics and Technology 2012.
  • Konferensbidrag (refereegranskat)
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10.
  • zackariasson, Peter, et al. (författare)
  • Creativity in the video game industry
  • 2010
  • Ingår i: Creativity. - New York : Nova Science Publishers. - 9781616688073 ; , s. 109-120
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In the summer of 1961 an MIT student by the name of Steve „Slug‟ Russell was tinkering with the campus computer. It was not a very complex computer by today‟s standards, but by the standard of that time it was highly complex, not to mention expensive. Steve was exploring the possibilities of that machine - more precisely, trying to demonstrate with an engaging and fun program the capabilities of this machine. And making a game was, in his eyes, the best way to go about it. This creative achievement would not only be the start of Steve‟s career, but also of an industry that, just as in this first game, thrives on creativity and tinkering with computers. The result of Steve‟s tinkering was the video game Spacewar. This game is credited as the first „real‟ video game (Demaria and Wilson 2004, Kent 2001). Despite its crude setup, consisting of two spaceships dueling on a round monitor, it quickly achieved immense popularity. It is said that the game was copied onto most university computers in the USA at that time. The impact of this game grew as more, and more, people saw it, and played it. Nolan Bushnell, for example, was an avid gamer2 of Spacewar, he would later establish the Atari Company. This was one of the first large company developing video games, and it was highly successful in the early days of the video game industry. 
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