Digital Engineering with Minecraft

Digital Engineering with Minecraft
Author: James Floyd Kelly
Publsiher: Que Publishing
Total Pages: 503
Release: 2015-09-19
Genre: Games & Activities
ISBN: 9780134213286

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Digital Engineering with Minecraft Create amazing objects for Minecraft—and learn valuable real-world 3D design skills! Transform yourself into a Minecraft “engineer!” Discover how to create great Minecraft objects and structures fast, and push your creative skills to the max. You’ll have a blast, but that’s not all! You’ll learn how to use powerful 3D digital design and CAD tools—the same kinds of tools professionals use to earn big money in the “real” world! Best-selling tech author James Floyd Kelly covers all you’ll need to know, starting nearly every chapter with an amazing project. Kelly guides you through each step of designing your objects outside Minecraft, and then importing them to your game, where they can come to life! You’ll master powerful techniques using Tinkercad, 123D Creature, 123D Catch, 123D Sculpt, MCEdit, i-funbox, Online-Convert, and more. Think you can’t create incredible Minecraft stuff like this? Using Digital Engineering with Minecraft’s crystal-clear, step-by-step instructions and full-color photos, you can! Find great 3D objects on Thingiverse and import them to Minecraft with MCEdit Create hidden “secret entrances” with maze makers and Online-Convert Master key Tinkercad skills, including shape creation, rotation, resizing, and grouping Create and export monsters with 123D Creature Put yourself in the game with 123D Catch: stitch your selfies into a complete 3D model Generate rollercoasters and other landscapes in 123D Sculpt—without slow block-by-block in-game editing Create hollow wireframe domes to transform any terrain into a battle arena View your Minecraft worlds in 3D using a simple technique James Floyd Kelly is an avid maker, tinkerer, CAD expert and teacher. He excels at taking complex technology and finding a way to demystify it for non-technical readers. Kelly has written more than 25 guides to a wide variety of technical subjects, including Open Source software, LEGO robotics, 3D printing, and game programming. His recent books include Ultimate iPad and 3D Printing. He has degrees in both industrial engineering and English. Minecraft is a trademark of Mojang Synergies / Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies / Notch Development AB.

Digital Engineering with Minecraft

Digital Engineering with Minecraft
Author: James Floyd Kelly
Publsiher: Unknown
Total Pages: 135
Release: 2016
Genre: Minecraft (Game)
ISBN: 0134213297

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Moving Water in Minecraft

Moving Water in Minecraft
Author: Adam Hellebuyck,Mike Medvinsky
Publsiher: Cherry Lake
Total Pages: 32
Release: 2019-01-01
Genre: Juvenile Nonfiction
ISBN: 9781534140905

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Using the fun, interactive world of Minecraft and key concepts in STEAM, two teachers developed the Minecraft and STEAM series to be used in and out of the classroom. In Minecraft and STEAM, students discover that Minecraft isn't just a game, it's a tool that can be used to learn about real-world science, technology, engineering, art, and math. Moving Water in Minecraft: Engineering focuses on engineering but includes other STEAM concepts in the sidebars. Includes table of contents, glossary, index, sources for further reading, and an extension activity.

Systems Engineering for the Digital Age

Systems Engineering for the Digital Age
Author: Dinesh Verma
Publsiher: John Wiley & Sons
Total Pages: 901
Release: 2023-09-26
Genre: Business & Economics
ISBN: 9781394203307

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Systems Engineering for the Digital Age Comprehensive resource presenting methods, processes, and tools relating to the digital and model-based transformation from both technical and management views Systems Engineering for the Digital Age: Practitioner Perspectives covers methods and tools that are made possible by the latest developments in computational modeling, descriptive modeling languages, semantic web technologies, and describes how they can be integrated into existing systems engineering practice, how best to manage their use, and how to help train and educate systems engineers of today and the future. This book explains how digital models can be leveraged for enhancing engineering trades, systems risk and maturity, and the design of safe, secure, and resilient systems, providing an update on the methods, processes, and tools to synthesize, analyze, and make decisions in management, mission engineering, and system of systems. Composed of nine chapters, the book covers digital and model-based methods, digital engineering, agile systems engineering, improving system risk, and more, representing the latest insights from research in topics related to systems engineering for complicated and complex systems and system-of-systems. Based on validated research conducted via the Systems Engineering Research Center (SERC), this book provides the reader a set of pragmatic concepts, methods, models, methodologies, and tools to aid the development of digital engineering capability within their organization. Systems Engineering for the Digital Age: Practitioner Perspectives includes information on: Fundamentals of digital engineering, graphical concept of operations, and mission and systems engineering methods Transforming systems engineering through integrating M&S and digital thread, and interactive model centric systems engineering The OODA loop of value creation, digital engineering measures, and model and data verification and validation Digital engineering testbed, transformation, and implications on decision making processes, and architecting tradespace analysis in a digital engineering environment Expedited systems engineering for rapid capability and learning, and agile systems engineering framework Based on results and insights from a research center and providing highly comprehensive coverage of the subject, Systems Engineering for the Digital Age: Practitioner Perspectives is written specifically for practicing engineers, program managers, and enterprise leadership, along with graduate students in related programs of study.

The Unofficial Guide to Engineering in Minecraft

The Unofficial Guide to Engineering in Minecraft
Author: Sam Keppeler
Publsiher: PowerKids Press
Total Pages: 0
Release: 2019-12-30
Genre: Building
ISBN: 172531052X

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Why do people build with arches? Why do we use stone in some places and wood in others? What's a foundation? How do you plan a road or construct a bridge? The answers to these questions can help gamers in Minecraft and in the real world! Through building their own structures and systems in Minecraft, young readers and gaming fans will learn about the past and present of human engineering, with a vision toward the future.

Engineers Build Models

Engineers Build Models
Author: Reagan Miller
Publsiher: Engineering Close-Up
Total Pages: 0
Release: 2013-10-30
Genre: Juvenile Nonfiction
ISBN: 0778700933

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Describes how engineers use models to help them build planes, automobiles, houses, and other structures, and discusses the different kinds of models.

3 D Engineering

3 D Engineering
Author: Vicki May
Publsiher: Nomad Press
Total Pages: 129
Release: 2015-11-16
Genre: Juvenile Nonfiction
ISBN: 9781619303126

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How did somebody come up with the idea for bridges, skyscrapers, helicopters, and nightlights? How did people figure out how to build them? In 3D Engineering: Design and Build Your Own Prototypes, young readers tackle real-life engineering problems by figuring out real-life solutions. Kids apply science and math skills to create prototypes for bridges, instruments, alarms, and more. Prototypes are preliminary models used by engineers—and kids—to evaluate ideas and to better understand how things work. Engineering design starts with an idea. How do we get to the other side of the river? How do we travel long distances in short times? Using a structured engineering design process, kids learn how to brainstorm, build a prototype, test a prototype, evaluate, and re-design. Projects include designing a cardboard chair to understand the stiffness of structural systems and designing and building a set of pan pipes to experiment with pitch and volume. Creating prototypes is a key step in the engineering design process and prototyping early in the design process generally results in better processes and products. 3D Engineering gives kids a chance to figure out many different prototypes, empowering them to discover the mechanics of the world we know.

Cognitive Development in Digital Contexts

Cognitive Development in Digital Contexts
Author: Fran C. Blumberg,Patricia J. Brooks
Publsiher: Academic Press
Total Pages: 370
Release: 2017-07-05
Genre: Psychology
ISBN: 9780128097090

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Cognitive Development in Digital Contexts investigates the impact of screen media on key aspects of children and adolescents’ cognitive development. Highlighting how screen media impact cognitive development, the book addresses a topic often neglected amid societal concerns about pathological media use and vulnerability to media effects, such as aggression, cyber-bullying and Internet addiction. It addresses children and adolescents’ cognitive development involving their interactions with parents, early language development, imaginary play, attention, memory, and executive control, literacy and academic performance. Covers the impact of digital from both theoretical and practical perspectives Investigates effects of digital media on attention, memory, language and executive functioning Examines video games, texting, and virtual reality as contexts for learning Explores parent-child interactions around media Considers the development of effective educational media Addresses media literacy and critical thinking about media Considers social policy for increasing access to high quality education media and the Internet Provides guidance for parents on navigating children’s technology usage