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Part III: An Emotioneering Gallery
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Chapter 3.1. Introduction
Chapter 3.2. Chasm
Chapter 3.3. Styx
Chapter 3.4. Rough Trade
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Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394
Authors:
David E. Freeman
BUY ON AMAZON
Software Configuration Management
Appendix L Software Requirements Changes
Appendix N Corrective Action Processing (CAP)
Appendix V Functional Configuration Audit (FCA) Checklist
Appendix X SCM Guidance for Achieving the Repeatable Level on the Software
Appendix Y Supplier CM Market Analysis Questionnaire
A Practitioners Guide to Software Test Design
Equivalence Class Testing
Pairwise Testing
State-Transition Testing
Domain Analysis Testing
Section II - White Box Testing Techniques
Mastering Delphi 7
Client/Server with dbExpress
Working with ADO
Multitier DataSnap Applications
Internet Programming: Sockets and Indy
Using XML Technologies
Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies)
The Functional Triad Computers in Persuasive Roles
Computers as Persuasive Tools
Credibility and Computers
Increasing Persuasion through Mobility and Connectivity
Captology Looking Forward
Lean Six Sigma for Service : How to Use Lean Speed and Six Sigma Quality to Improve Services and Transactions
Getting Faster to Get Better Why You Need Both Lean and Six Sigma
Success Story #1 Lockheed Martin Creating a New Legacy
Success Story #3 Fort Wayne, Indiana From 0 to 60 in nothing flat
The Value in Conquering Complexity
Using DMAIC to Improve Service Processes
User Interfaces in C#: Windows Forms and Custom Controls
Creating Usable Interfaces
Modern Controls
MDI Interfaces and Workspaces
Dynamic User Interface
Help and Application-Embedded Support
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